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i am disappointed in null sec people. (TL:DR talking about local chat.) read first post.

First post
Author
Nikk Narrel
Moonlit Bonsai
#1481 - 2012-11-21 21:50:24 UTC
>>>>After which, pilots will experiment to determine if a new FOTM exists to exploit, such as hot dropping was, or other tactics able to be twisted with unexpected leverage.
Cloaked vessels, while able to hide more than their peers, will never be mainstays of combat. They were balanced to lack this in exchange for their stealth.
Lord Zim wrote:
And they won't be "mainstays of combat", they'll be used for small roaming gangs designed to go after ratters, miners and other unfortunates. Mainline fleet fights will still be largely unchanged.

Scouting is one of the primary intended roles for the CovOps Frigate, and a secondary role at least for the other ships capable of fitting the true Covert Ops cloak.
PvE pilots are not unfortunates here, any more than before. In fact, with good planning and preparation, they could get more out of the game with this.

>>>>For solo players? They were never supposed to operate with impunity in null sec, and without magical intel warnings, they will at LEAST need to pay attention to intel channels.
Intel channels will become more important, with postings at key gates being almost as important as direct gate camps for strategic use.
Lord Zim wrote:
So if I want to rat in some place, I'm going to have to put alts on all the gates, all WHs and at various strategic places around the system to make sure I cover the entire solar system and pay attention to all of them at the same time? Or pay god knows how many people a salary to do so?

You seem determined to operate solo, or at least without typical formal ties like corporate membership with other players working together. At least it sounds like you are indicating a desire to not rely on other players.
You know this game is expected to be more difficult playing solo. I only point this out since you raised the point of how a solo pilot would experience challenges.

>>>>That is what I see happening. No truly devastating changes to Null or Low, just more and better reasons to work and coordinate together.
Lord Zim wrote:
Here's my prediction: Normal fleet fights will not be noticeably impacted, since they don't rely on local to a great extent anyways, roaming gangs will be moderately impacted since they're going to have to expend more time and energy to find other fleets (if there are any, who knows), and more of the ratters and miners who are still left in nullsec will find the effort/reward ratio shift even further into effort instead of reward, and thus either move to WHs, FW or hisec where the effort/reward ratio is saner.

End result: less people living in nullsec, less roaming PVP because it's harder to find, and no real impact on coalition-level PVP, because that's based on structure timers, not finding the other fleet/guy.

I must say we disagree on this aspect.

I see scouting actually becoming a legitimate career, rather than sending random pilots to watch local somewhere.
I see roaming gangs relying more on intel channels to know what general areas to look in, and finding targets for different reasons with possibly less difficulty. (Intel that takes effort creates opportunities for failure of such, inattentive players will find Null more challenging)
I see ratters and miners adopting new tactics in response to how the changes create new ways to defend themselves. I see cooperative defense fleets acting as deterrents to those seeking to hunt them. I believe the biggest change for them will be more of a pack attitude, with safety in numbers becoming a bigger factor.
Lord Zim
Gallente Federation
#1482 - 2012-11-21 22:21:57 UTC  |  Edited by: Lord Zim
Nikk Narrel wrote:
PvE pilots are not unfortunates here, any more than before. In fact, with good planning and preparation, they could get more out of the game with this.

You seem to be either missing or ignoring the fact that people do not want to do PVE "in groups" when they can do them at their own leisure, with less effort, in hisec. Those that wanted to do PVE "in groups" are, most likely, already in WHs, where the reward warrants the increased effort.

Nikk Narrel wrote:
You seem determined to operate solo, or at least without typical formal ties like corporate membership with other players working together. At least it sounds like you are indicating a desire to not rely on other players.
You know this game is expected to be more difficult playing solo. I only point this out since you raised the point of how a solo pilot would experience challenges.

When I want to work together with others, I fleet up to punch someone else in the face. When I want to just make isk, I go to hisec, because it means I can do it at my own time, my own pace, my own leisure, and I'm not really losing out all that much compared to what I'd make in nullsec as it is, let alone what I would have to go through if local wasn't there.

This will make more of the few who are still keeping their isk-making alts in null move them out of there.

Nikk Narrel wrote:
I must say we disagree on this aspect.

I see scouting actually becoming a legitimate career, rather than sending random pilots to watch local somewhere.
I see roaming gangs relying more on intel channels to know what general areas to look in, and finding targets for different reasons with possibly less difficulty. (Intel that takes effort creates opportunities for failure of such, inattentive players will find Null more challenging)

We have scouts today having a "legitimate career" (I'm not sure if they get paid or whatever, but we constantly use people who aren't absolute **** at scouting in staging systems, surrounding systems etc), roaming gangs will have more of an issue getting intel because there'll be less people active on a day to day basis in nullsec space, and there will certainly not be a huge influx of new people who want to do nothing but sit cloaked at gates and stare at it for hours at a time or whatever it is you think will be the ~new hot thing~, just so a someone else can make money in a modicum of safety.

Nikk Narrel wrote:
I see ratters and miners adopting new tactics in response to how the changes create new ways to defend themselves. I see cooperative defense fleets acting as deterrents to those seeking to hunt them. I believe the biggest change for them will be more of a pack attitude, with safety in numbers becoming a bigger factor.

The "new tactics" ratters and miners will be adopting is to continue the exodus to hisec, FW or WHs because the effort/reward would be skewed even further into effort land without a increase in rewards to match. Or are you going to try to convince me that nullsec is almost completely devoid of ratters and miners because it is too safe?

Actually, you're right in one aspect, there won't be any "truly devastating changes to null or low", since the only thing which'll happen is that there'll be slightly less people active than there is today. There won't be any "better reasons to work and coordinate together", however, because fleets already use scouts, and all PVE will be best left to hisec or WHs. Hisec because it's literally no effort expended to keep safe apart from "oh dear I have to fit a tank" and hauling either ore to the nearest refinery or just your own putrid carcass to the agent, and WHs because at least there the rewards match the increased effort you would have to expend. And it'd be safer.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#1483 - 2012-11-22 00:13:07 UTC
Crimeo Khamsi wrote:

I never suggested that nullsec dwellers are dumb. They are clearly doing what the game mechanics reward them for doing right now: hiding like scared rabbits. Which is why the game mechanics should be changed to make it so that they are no longer rewarded for running away in an area of space that is designed specifically for lawless pvp pew pew action.



Didn't know I got a reward for running away. Where is the run-away sik that gets dumped into my wallet?

Oh yah, there is none, because running away is anti-rewarding. If I stop ratting/mining to dock up when local shows a non-ally in system, I stop getting rewarded and stop making isk.

No one gets a reward for running away. And our space is not lawless space for your pew pew action. It is owned by us, and we have rules over what happens in our space. Are you looking for pew pew action in the form of fighting off our defense fleets, or are you just looking for easy soft targets and hope CCP makes it even easier for you?
Nikk Narrel
Moonlit Bonsai
#1484 - 2012-11-22 00:58:50 UTC
>>>>PvE pilots are not unfortunates here, any more than before. In fact, with good planning and preparation, they could get more out of the game with this.
Lord Zim wrote:
You seem to be either missing or ignoring the fact that people do not want to do PVE "in groups" when they can do them at their own leisure, with less effort, in hisec. Those that wanted to do PVE "in groups" are, most likely, already in WHs, where the reward warrants the increased effort.

The ability to operate solo, if I go by the context you present, is something more challenging in null security. I agree, and go further to say null sec is designed to encourage cooperation by raising the bar to reward it more readily, if not require it for survival.
I do appreciate they may not fly directly with other pilots, but if they at least have other players in the same corporation to coordinate with, they won't be completely solo.

>>>>You seem determined to operate solo, or at least without typical formal ties like corporate membership with other players working together. At least it sounds like you are indicating a desire to not rely on other players.
You know this game is expected to be more difficult playing solo. I only point this out since you raised the point of how a solo pilot would experience challenges.
Lord Zim wrote:
When I want to work together with others, I fleet up to punch someone else in the face. When I want to just make isk, I go to hisec, because it means I can do it at my own time, my own pace, my own leisure, and I'm not really losing out all that much compared to what I'd make in nullsec as it is, let alone what I would have to go through if local wasn't there.

This will make more of the few who are still keeping their isk-making alts in null move them out of there.

I appreciate that you believe this. I however believe it will create more opportunities for players, and the challenge will be one many can rise to meet.

>>>>I must say we disagree on this aspect.

I see scouting actually becoming a legitimate career, rather than sending random pilots to watch local somewhere.
I see roaming gangs relying more on intel channels to know what general areas to look in, and finding targets for different reasons with possibly less difficulty. (Intel that takes effort creates opportunities for failure of such, inattentive players will find Null more challenging)
Lord Zim wrote:
We have scouts today having a "legitimate career" (I'm not sure if they get paid or whatever, but we constantly use people who aren't absolute **** at scouting in staging systems, surrounding systems etc), roaming gangs will have more of an issue getting intel because there'll be less people active on a day to day basis in nullsec space, and there will certainly not be a huge influx of new people who want to do nothing but sit cloaked at gates and stare at it for hours at a time or whatever it is you think will be the ~new hot thing~, just so a someone else can make money in a modicum of safety.

Here again you state you believe that fewer people will be active in nullsec space. This is your opinion, albeit one I am sure some others might echo. Myself, and other like minded, believe it will not harm nullsec population.
I do think it is possible different players may choose null, as no doubt some share your views that null is not possible without Local Chat providing a sense of security.
I believe others will fill this void, PvP and PvE both. The challenge is something that they may find providing depth and allure, previously found lacking by their views.
I think this will have secondary ripple changes, creating opportunities in null previously not appropriate.

>>>>I see ratters and miners adopting new tactics in response to how the changes create new ways to defend themselves. I see cooperative defense fleets acting as deterrents to those seeking to hunt them. I believe the biggest change for them will be more of a pack attitude, with safety in numbers becoming a bigger factor.
Lord Zim wrote:
The "new tactics" ratters and miners will be adopting is to continue the exodus to hisec, FW or WHs because the effort/reward would be skewed even further into effort land without a increase in rewards to match. Or are you going to try to convince me that nullsec is almost completely devoid of ratters and miners because it is too safe?

Actually, you're right in one aspect, there won't be any "truly devastating changes to null or low", since the only thing which'll happen is that there'll be slightly less people active than there is today. There won't be any "better reasons to work and coordinate together", however, because fleets already use scouts, and all PVE will be best left to hisec or WHs. Hisec because it's literally no effort expended to keep safe apart from "oh dear I have to fit a tank" and hauling either ore to the nearest refinery or just your own putrid carcass to the agent, and WHs because at least there the rewards match the increased effort you would have to expend. And it'd be safer.

Rather pessimistic.

I think with new challenges placed by the effort required to gather intel, rewards will be easier to obtain.
Miners will find ore less fought over, assuming other miners flee for the imagined safety of other areas.

Quite simply, we do not know what will happen. I, however, do not see pilots clinging to the easy intel gleaned from chat rosters. I think they are forced to use this intel by default, as they need to compete with other pilots who also use it.
I think AFK Cloaking is a response to this intel.
I think Hot Dropping happens quite often due specifically to this intel leaving few options, since it allows combat to be avoided too perfectly.

You see it differently.
Lord Zim
Gallente Federation
#1485 - 2012-11-22 01:30:33 UTC
Nikk Narrel wrote:
The ability to operate solo, if I go by the context you present, is something more challenging in null security. I agree, and go further to say null sec is designed to encourage cooperation by raising the bar to reward it more readily, if not require it for survival.
I do appreciate they may not fly directly with other pilots, but if they at least have other players in the same corporation to coordinate with, they won't be completely solo.

They don't operate in groups today, instead they've spoken with their feet and moved their alts to hisec (or in some cases WHs). Making it more effort, without increasing rewards or incentives to try to make isk in groups in nullsec, isn't going to reverse this.

Nikk Narrel wrote:
I appreciate that you believe this. I however believe it will create more opportunities for players, and the challenge will be one many can rise to meet.

I've been in nullsec for 3 years, and I've seen the general population in deklein decrease gradually as time goes on. The number of chars in the coalition with access to deklein has increased, the population has decreased. Making it more effort without increasing rewards or incentives to match is likely not going to change this.

Nikk Narrel wrote:
Here again you state you believe that fewer people will be active in nullsec space. This is your opinion, albeit one I am sure some others might echo. Myself, and other like minded, believe it will not harm nullsec population.
I do think it is possible different players may choose null, as no doubt some share your views that null is not possible without Local Chat providing a sense of security.
I believe others will fill this void, PvP and PvE both. The challenge is something that they may find providing depth and allure, previously found lacking by their views.
I think this will have secondary ripple changes, creating opportunities in null previously not appropriate.

Again, I've watched nullsec gradually depopulate as hisec, WH, FW, incursions etc etc etc have made it less and less worth spending the time and energy to stay safe in nullsec. Increasing this effort without increasing rewards or incentives will not reverse this process.

Nikk Narrel wrote:
Rather pessimistic.

I think with new challenges placed by the effort required to gather intel, rewards will be easier to obtain.
Miners will find ore less fought over, assuming other miners flee for the imagined safety of other areas.

Quite simply, we do not know what will happen. I, however, do not see pilots clinging to the easy intel gleaned from chat rosters. I think they are forced to use this intel by default, as they need to compete with other pilots who also use it.
I think AFK Cloaking is a response to this intel.
I think Hot Dropping happens quite often due specifically to this intel leaving few options, since it allows combat to be avoided too perfectly.

You see it differently.

There's a reason for my pessimism: I've seen the population gradually decrease as hisec, WHs, incursions, FW etc etc etc have made it increasingly more idiotic to bother trying to make isk in null.

As for the "compete with other pilots who also use it", no they don't. Nobody's using local in WHs and I doubt they're really using local in hisec anywhere near the extent they are in nullsec and lowsec (and due to FW, nullsec can't compete with lowsec). I can sit and watch movies while I do L4s, manufacture, mine, haul, etc etc etc in hisec, while if I do that in nullsec I will get caught. And mining anything other than scordite in hisec is suboptimal.

AFK cloaking would still be a thing without local, it just wouldn't have the distinct psychological impact it has now, since afk cloaking would be the way anyone would have to treat any system, at all times.

Hotdrops would continue to happen, with or without local, for one simple reason: they could derp around as a single group, or they could send x scouts to x systems, and whichever found a target could call in the big guns. Wider net, more targets, more kills. It'll continue to happen.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Signal11th
#1486 - 2012-11-22 08:46:38 UTC
Lord Zim wrote:

There's a reason for my pessimism: I've seen the population gradually decrease as hisec, WHs, incursions, FW etc etc etc have made it increasingly more idiotic to bother trying to make isk in null.

AFK cloaking would still be a thing without local, it just wouldn't have the distinct psychological impact it has now, since afk cloaking would be the way anyone would have to treat any system, at all times.




I'm cherry picking bits here so you will have to excuse me.....

As for population decrease speaking from a personal prespective I never left (or the other 12 people I knew who left 0.0 recently) because I could make money with less hassle in high-sec/FW it was because 0.0 is just plain boring at the moment.
Also I don't really think players (again speaking personally) choose to move to high-sec,FW because of safety fears I think its more about speed.

I made in FW (an abberation I know) in one week what it would have taken me a month in 0.0, like the last couple of weeks doing lvl 5's on my jack (just fo rsomething to do) now doing this in a carrier is risky alot more risky than running sanctums in 0.0 but why am I doing it? Obviously not because it's safer but because I can make more isk more rapidly.

As I've said many times, remove local, make all sites in 0.0 have to be scanned out so like in level 5's you are constantly checking d-scan for those pesky probes. Christ there are areas of 0.0 you could rat in for days at a time without seeing anybody but as usual instead of just making areas/goodies random CCP have concentrated certain systems so literally all the ratters are usually found in or around these -1 systems.

For me local just gives stupid people a pass into 0.0 and the ability to with relative safety suckle at the isk teet for extended periods of time.

Although even if they (CCP) were thinking of it they would really need to investigate/plan it well with all the tools needed to counteract it ready to go and not the usual CCP numbnuts way of dealing with stuff.

God Said "Come Forth and receive eternal life!" I came fifth and won a toaster!

Crimeo Khamsi
Viziam
Amarr Empire
#1487 - 2012-11-22 17:31:05 UTC
Shepard Wong Ogeko wrote:
Crimeo Khamsi wrote:

I never suggested that nullsec dwellers are dumb. They are clearly doing what the game mechanics reward them for doing right now: hiding like scared rabbits. Which is why the game mechanics should be changed to make it so that they are no longer rewarded for running away in an area of space that is designed specifically for lawless pvp pew pew action.



Didn't know I got a reward for running away. Where is the run-away sik that gets dumped into my wallet?

Oh yah, there is none, because running away is anti-rewarding. If I stop ratting/mining to dock up when local shows a non-ally in system, I stop getting rewarded and stop making isk.

No one gets a reward for running away. And our space is not lawless space for your pew pew action. It is owned by us, and we have rules over what happens in our space. Are you looking for pew pew action in the form of fighting off our defense fleets, or are you just looking for easy soft targets and hope CCP makes it even easier for you?


Running away isk = the isk that you do NOT have to spend replacing your (usually unescorted) mission or mining ship that would have a 95% chance of getting ganked if you didn't.

If you want formal psychology terms, this would be an example of "negative reinforcement" (avoiding or removing something bad) instead of "positive reinforcement" (getting isk directly, etc.). Both types of reinforcement are equally effective at encouraging behavior. In this case, running away.
Nikk Narrel
Moonlit Bonsai
#1488 - 2012-11-22 19:49:31 UTC
Lord Zim wrote:
There's a reason for my pessimism: I've seen the population gradually decrease as hisec, WHs, incursions, FW etc etc etc have made it increasingly more idiotic to bother trying to make isk in null.

As for the "compete with other pilots who also use it", no they don't. Nobody's using local in WHs and I doubt they're really using local in hisec anywhere near the extent they are in nullsec and lowsec (and due to FW, nullsec can't compete with lowsec). I can sit and watch movies while I do L4s, manufacture, mine, haul, etc etc etc in hisec, while if I do that in nullsec I will get caught. And mining anything other than scordite in hisec is suboptimal.

AFK cloaking would still be a thing without local, it just wouldn't have the distinct psychological impact it has now, since afk cloaking would be the way anyone would have to treat any system, at all times.

Hotdrops would continue to happen, with or without local, for one simple reason: they could derp around as a single group, or they could send x scouts to x systems, and whichever found a target could call in the big guns. Wider net, more targets, more kills. It'll continue to happen.

I believe we have defined our views adequately.

You believe the level of challenge will prove more than the reward is worth, resulting in population loss as pilots seek a more comfortable balance in high sec.

I believe the sameness and simplified intel have combined to bore many of the more capable pilots. Some left the game, some went to wormholes, others settled for the circumstances due to reasons beyond this discussion.
I believe we will recover at least some of these pilots back into null and low, since high and WH are unlikely to be impacted meaningfully by suggested changes.

As to AFK Cloaking and hot dropping, those are handled in greater depth in other threads. Noone agrees on causes or solutions in these, so expecting that here is folly.

I look forward to more direct testing of our theories, at some future point.

While I certainly respect Lord Zim's view, I am sure he will understand that I hope my own view proves correct.
Lord Zim
Gallente Federation
#1489 - 2012-11-22 23:34:15 UTC
Nikk Narrel wrote:
I believe the sameness and simplified intel have combined to bore many of the more capable pilots. Some left the game, some went to wormholes, others settled for the circumstances due to reasons beyond this discussion.
I believe we will recover at least some of these pilots back into null and low, since high and WH are unlikely to be impacted meaningfully by suggested changes.

You say you expect you'll recover some of the pilots; which type of pilots are you expecting will come back?

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#1490 - 2012-11-22 23:38:16 UTC
Crimeo Khamsi wrote:
Shepard Wong Ogeko wrote:
Crimeo Khamsi wrote:

I never suggested that nullsec dwellers are dumb. They are clearly doing what the game mechanics reward them for doing right now: hiding like scared rabbits. Which is why the game mechanics should be changed to make it so that they are no longer rewarded for running away in an area of space that is designed specifically for lawless pvp pew pew action.



Didn't know I got a reward for running away. Where is the run-away sik that gets dumped into my wallet?

Oh yah, there is none, because running away is anti-rewarding. If I stop ratting/mining to dock up when local shows a non-ally in system, I stop getting rewarded and stop making isk.

No one gets a reward for running away. And our space is not lawless space for your pew pew action. It is owned by us, and we have rules over what happens in our space. Are you looking for pew pew action in the form of fighting off our defense fleets, or are you just looking for easy soft targets and hope CCP makes it even easier for you?


Running away isk = the isk that you do NOT have to spend replacing your (usually unescorted) mission or mining ship that would have a 95% chance of getting ganked if you didn't.

If you want formal psychology terms, this would be an example of "negative reinforcement" (avoiding or removing something bad) instead of "positive reinforcement" (getting isk directly, etc.). Both types of reinforcement are equally effective at encouraging behavior. In this case, running away.



Not losing your ship isn't a reward. Negative reinforcement isn't reward. No one is rewarded for running away. At best the keep the status quo. At worst, which is most of the time, their income stream gets cut off. That is why afk cloaking is so effective. It is an easy way to hurt people by denying them (making them deny themselves) the fruits of their space.

Delayed local will tip those scales from being denied income to regularly losing assets. And as usual, no one is discussing how to rebalance that scale because very few of the people suggesting these changes actually do any variety of activities in nullsec or even live in nullsec at all.

The quoted numbers on the population of w-space and the lack of PvP that takes place their should be damning enough. The word of long time nullsec dwellers that have watched their fellow alliance members take off for greener pastures should also be enough.
Crimeo Khamsi
Viziam
Amarr Empire
#1491 - 2012-11-23 01:42:46 UTC

Quote:

Not losing your ship isn't a reward. Negative reinforcement isn't reward.

I don't care about your semantics. Call it a "Reward" or not. The scientific FACT is that negative reinforcement DOES in fact increase the rate of the behavior in question. Running away in null sec when an enemy shows up in local is negatively reinforced. Therefore, running away is reinforced and happens more often.

Doesn't matter what you call it, that's not relevant to game design. The fact that the game causes people to do it more often is what is relevant. And it does. Do you want journal references or something?
Nikk Narrel
Moonlit Bonsai
#1492 - 2012-11-23 01:43:11 UTC
Lord Zim wrote:
Nikk Narrel wrote:
I believe the sameness and simplified intel have combined to bore many of the more capable pilots. Some left the game, some went to wormholes, others settled for the circumstances due to reasons beyond this discussion.
I believe we will recover at least some of these pilots back into null and low, since high and WH are unlikely to be impacted meaningfully by suggested changes.

You say you expect you'll recover some of the pilots; which type of pilots are you expecting will come back?

Pilots who have grown frustrated at the level of challenge.

There is an artificial ceiling blocking activities beyond a certain point.
It limits activities offensively and defensively.

You cannot do anything with deceptive intelligence, beyond AFK Cloaking, because Local Chat provides absolute presence awareness in the system.
This means you cannot hide a fleet, by taking it beyond sensor range in a bigger system. Anybody who enters the system at any location instantly sees all the pilots neatly listed. Yes, hot-dropping evolved in an attempt to restore leverage in numbers for this, but it relies on pilot's disregarding that available intel to even have a chance. It effectively just brings the warp gate to the target, with the fleet waiting on the other side.
It means you cannot hide a miner or ratter in a system, specifically where D-Scan could not reach them from a gate. (These systems exist, but when local shows you present to be hunted, you need to hide since they now know you are their to be found)
This means you cannot actually hunt with a covert craft, even knowing you have reduced combat ability. They know the moment you enter the system, simply by watching the roster of Local.
Covert pilots, not just the hot-drop fleet surrogates, have been blocked from being hunted too, which diminishes their game experience. Cloaking almost literally put's their game on pause, as noone can find them, and alert pilots know they are present to be avoided.

Pilots who are frustrated with these, knowing they are no longer obstacles, are likely to be interested in learning if the game shifted to become interesting.
Everyone has different tastes, and there are pilots who want the stabilizers / training wheels removed.
Lord Zim
Gallente Federation
#1493 - 2012-11-23 01:54:53 UTC
I'm seeing an awful lot of talk about fleets, hunting with a covert craft etc, and very little about people actually trying to live someplace.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#1494 - 2012-11-23 02:22:18 UTC  |  Edited by: Shepard Wong Ogeko
Crimeo Khamsi wrote:

Quote:

Not losing your ship isn't a reward. Negative reinforcement isn't reward.

I don't care about your semantics. Call it a "Reward" or not. The scientific FACT is that negative reinforcement DOES in fact increase the rate of the behavior in question. Running away in null sec when an enemy shows up in local is negatively reinforced. Therefore, running away is reinforced and happens more often.

Doesn't matter what you call it, that's not relevant to game design. The fact that the game causes people to do it more often is what is relevant. And it does. Do you want journal references or something?



And they do this because they weigh losing their PvE ship verse what exactly? The reinforcement of staying and shooting rats isn't enough to make them stay put. And we already know that without local people will just spam d-scan and do the same running away when something shows up.

That sort of behavior is very utilitarian, and removing local is not going to change that unless you put your finger on the other side of the scale and make those rats so highly valuable that people will risk losing their PvE ship for another minute of ratting.

I actually had this sort of situation yesterday. I had a rat wreck with 300mil isk in loot and neutrals showed up in local. That was enough to get me to undock and risk losing the wreck and my ship. If undocking and shooting red crosses meant I would always get 300mil out of it, I wouldn't be so quick to run away from any random neutral. But the reality is that is gets me around 50mil an hour. Meaning I would need 2 solid hours of ratting to replace my PvE battlecruiser.

And if we really want to get into the nuts and bolts of stimulus and response, what do you think would be the response when no-local means getting the stimulus of losing your PvE ship at a much higher frequency. This is the reason people advocate for the removal of local after all, to kill more ratting ships and other soft targets. If they want typical nullsec fleet fights they can already get that by reinforcing a tower or dropping SBUs.

CCP just had to deal with this exact same issue with lowsec. People didn't want to go their because the high amount of casual PvP'ers killed everything they could. The general Eve population then became conditioned to just avoid lowsec at all cost. They ended up revamping Faction Warfare to the point that it would pay better than nullsec ratting and could be done with way cheap ships.

If I could make 50mil an hour in a speed tanking frigate, or 300mil an hour in a well fit BC, I could probably live without local. But no one is offering FW levels of income. They are just advocating that local goes, I stay put and die quickly, and end up with a balance sheet in the red all so they can feel good about their lame PvP skills. No thanks. I'll take my industry, market orders and isk making ships to greener pastures. I'll keep my fleet guy behind because nullsec fleet fights would still be a thing. Probably do some really narrow industry for what is left of the market, and just use my cap ship to jump past all the hungry gankers roaming the otherwise unusable space.
Joe Risalo
State War Academy
Caldari State
#1495 - 2012-11-23 02:39:25 UTC
What if there was just a one minute delay on local?

That's enough time for a small fleet to harass, but not enough for a large fleet to organize.

However, now that I think about it, how hard is it for a few people in system to take one of their many alts and put them in a cloaky on a gate?

If all friendlies are told to up in local, then know if someone is good or bad shouldn't be too hard...
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#1496 - 2012-11-23 02:46:01 UTC
Lord Zim wrote:
I'm seeing an awful lot of talk about fleets, hunting with a covert craft etc, and very little about people actually trying to live someplace.


That is a good question.

Since you guys aren't going to be ganking much in the way of ratters, outside of a few complex runners, what is it that these covops ships are supposed to hunt? Complex runners will do the same as the wormhole guys and bug out as soon as d-scan shows probes. You don't need a fully hidden covops to sneak up on mining/ratting/strategic POSs.

What do you guys really expect to hunt or hide your fleets from? Especially since jump drives/bridges already give you the ability to hide hide your fleet in a completely difference region.



I find it kind of funny that a Mordus Angels guy would want this. Their space is within jump range of Lonetrek lowsec and could get easily over run. Hell, they themselves would probably move everything out and just jump into Mordus NPC space on the weekends for the PvP free for all.
Lord Zim
Gallente Federation
#1497 - 2012-11-23 02:47:12 UTC
Joe Risalo wrote:
However, now that I think about it, how hard is it for a few people in system to take one of their many alts and put them in a cloaky on a gate?

Yay more effort for the same amount of reward woo this is awesome let's have more of that

Joe Risalo wrote:
If all friendlies are told to up in local, then know if someone is good or bad shouldn't be too hard...

yes I want to speak every time someone logs in or out in a system, or every time someone comes in through a wh or a gate, this is literally awesome, tell us more ideas

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#1498 - 2012-11-23 02:49:21 UTC
Joe Risalo wrote:
What if there was just a one minute delay on local?

That's enough time for a small fleet to harass, but not enough for a large fleet to organize.

However, now that I think about it, how hard is it for a few people in system to take one of their many alts and put them in a cloaky on a gate?

If all friendlies are told to up in local, then know if someone is good or bad shouldn't be too hard...



A true large fleet will be well organized and likely sitting on a titan in a far off and well secured system. That 1 minute will only benefit the cyno ship, and a single guy in frigate doesn't need much time to get organized before finding a target.
Seranova Farreach
Biomass Negative
#1499 - 2012-11-23 03:52:08 UTC
NULL should be like W-space except with gates and stations. aka NO LOCAL.

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Mirima Thurander
#1500 - 2012-11-23 05:57:55 UTC
i am disappoint in you.

you keep preaching about living in your space, yet 80% of your claimed systems never see a ship for days at a time.

i get it, you cant Truly live in your space till CCP gets off there asses and gets "farms and fields" and "small holdings"
but you cant have ether one of these so long as every scrub can fly by check local and know if your there.

so i think your missing the point here a few of you have it, allot of you are still stuck up on your ISK/H ratio.


nulls broken, locals just one of the many, but to say locals FINE the way it is is just crazy.

All automated intel should be removed from the game including Instant local/jumps/kills/cynos for all systems/regions.Eve should report nothing like this to the client/3rd party software.Intel should not be force fed to players. Player skill and iniative should be the sources of intel.