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Highsec "Carebear" representation from the CSM?

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Katran Luftschreck
Royal Ammatar Engineering Corps
#281 - 2012-12-12 14:38:54 UTC  |  Edited by: Katran Luftschreck
If nullbears want to make null more lucrative/fun/interesting then I'm all for it. I just don't see any logical reason why every last one of their plans to do this seems to revolve around nerfing hisec. Illogical reasons, sure - no shortage of those, as we've all seen. Most are downright frothy.

It's simple: More carrot, less stick. Positive reinforcement, not negative. CCP, please make nullsec into the paradise that nullbears have always dreamed of. Maybe then we can stop hearing them whine about nerfing hisec all the time.

Oh who are we kidding - they'll still whine, but at least they'll be easier to ignore when they have no legs left to stand on.

http://youtu.be/t0q2F8NsYQ0

Malcanis
Vanishing Point.
The Initiative.
#282 - 2012-12-12 14:55:16 UTC
Katran Luftschreck wrote:
If nullbears want to make null more lucrative/fun/interesting then I'm all for it. I just don't see any logical reason why every last one of their plans to do this seems to revolve around nerfing hisec. Illogical reasons, sure - no shortage of those, as we've all seen. Most are downright frothy.


And some just make sense because of maths.

For instance, if we decide we want to buff nullsec by making sure that the best refines are in player built stations, then by definition NPC stations can't do 100% refines any more. Buffing nullsec in that way intrinsically requires at least a small hi-sec nerf, because it's meaningless to have more than 100% refining efficiency.

Also, say we wanted to buff production in nullsec. OK sure we could make player built outpost based production have a 10 or 20% efficiency bonus to compensate for the risk & effort overhead and leave hi-sec as it is. But that would considerably reduce mineral requirements and nerf miners (especially including hi-sec miners).

So it's not always as simple as just saying "buff 0.0 industry, leave hi-sec alone". In general, I agree with the principle of what (I assume) you're saying, but we have to look at the whole picture.

But there are lots of things that can be done to make 0.0 better for the average guy without directly changing hi-sec at all. It would be great if we could get a general consusus on some of them.

Making player built outposts at least as good as NPC ones would be a great start. If, as CCP tell us, there's a real problem with allowing multiple ouposts in a system, then it should at least be possible to do far more to upgrade them than we can at present, and at more reasonable prices (outpost upgrades are INSANELY expensive, and the additional facilities they are are insulting)

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Katran Luftschreck
Royal Ammatar Engineering Corps
#283 - 2012-12-12 15:46:06 UTC  |  Edited by: Katran Luftschreck
Malcanis wrote:
Making player built outposts at least as good as NPC ones would be a great start. If, as CCP tell us, there's a real problem with allowing multiple ouposts in a system, then it should at least be possible to do far more to upgrade them than we can at present, and at more reasonable prices (outpost upgrades are INSANELY expensive, and the additional facilities they are are insulting)


Even I agree with this one. As it stands now, refining efficiency in a NPC station has a lot to do with your standings with that station's owner, and getting those standings takes time. But compared to that, getting your actual refining skill to 0% loss is actually kind of easy.

Now the advantage of refining in a POS is that your standings are no longer an issue (unless you schitzoid or something) but you need a lot more refining skill to get the same kind of output - and refining takes time, as opposed to instant like with a NPC station. Did I get that part right?

So to me the solution (in this case) would be: Make POS have an inherent refining skill boost, to make it actually more efficient than a NPC station at the same skill level. Note that this does not require nerfing the NPC station - it's simply buffing the POS to be better - hopefully better enough to make it worth the cost. POS should have better waste reduction, not less.

Or a hisec nerf that I could live with would be putting NPC stations on refining cycles, same as POS suffers from. That would create a time-centered bottleneck on just how much output any one miner can have in a day. Or you could just get rid of the POS timers all together - not like anyone would miss them, after all.

You can do that same kind of bonus with building things in a POS, too. You could give POS a bonus in ME to it's users, thus allowing them to build more stuff with fewer minerals. Or bonuses in research speed and the like. Bonus to construction times for ships & equipment made there (free PE points).

In other words, make null/low POS operation more appealing because they'd be more efficient than Empire NPC stations. POS would be more than just something that sucks out moon goo and might have a refinery on the side. A POS with enough upgrades (aha - new game mechanics possibilities here) that puts the NPC station to shame would be a good reason to have a POS just for mining & industry alone.

Again, none of this is about nerfing hisec - it's just buffing the POS mechanics to make living in low/null to use them very, very appealing. If a top-tier POS shipyard could cram in enough upgrades to get 0% loss on refining even to newbie pilots and build anything you want for 20% less minerals than the BPO says... heck, you'd get a flood of people signing up to your low/null corp.

Hop to it, CCP!

http://youtu.be/t0q2F8NsYQ0

Malcanis
Vanishing Point.
The Initiative.
#284 - 2012-12-12 15:52:26 UTC
just to clarify I was talking about player built outposts, not POS towers.

However, mining out of a POS tower is simply laughable. IIRC, the best achievable refining efficiency is about 75%. Manufacturing from them isn't much better.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Eraza
Fuzzyness Enterprizes
#285 - 2012-12-12 17:37:11 UTC  |  Edited by: Eraza
i spent some time in null sec a couple of years ago, don't miss that time, and am never even going to consider going back until the logistics problems are fixed

specifically null sec industry and logistics needed a lot of attention, and was INCREDIBLY boring, on top of that it's ALSO less efficient?
i'm opting out of this one CCP, instantly and permanently
null may be much more money, but it's NOT REMOTELY worth the logistics pain

a lot of suggestions involve nerfing high sec, but that wont fix things, breaking high sec will just result in both high and low sec being broken, it wont move people to low sec, it will JUST make people quit, and result in not much else

much better would be to start with making refining instant, and equal to high sec, the wait is frustrating, the inefficiency annoying, the hauling to MAKE it efficient, a complete pain

manufacturing i also dont get, what precicely is wrong with making null manufacturing capacity of simple things like ammo, and T1 ships and items, equal to that of high sec?

does ANYONE actually enjoy hauling basic supplies?

edit:
but again, making high sec share the problems of null sec, will NOT fix null sec, it will just result in BOTH areas being broken, and MORE people being frustrated, not less
Malcanis
Vanishing Point.
The Initiative.
#286 - 2012-12-12 17:44:03 UTC
Eraza wrote:
i spent some time in null sec a couple of years ago, don't miss that time, and am never even going to consider going back until the logistics problems are fixed

specifically null sec industry and logistics needed a lot of attention, and was INCREDIBLY boring, on top of that it's ALSO less efficient?
i'm opting out of this one CCP, instantly and permanently
null may be much more money, but it's NOT REMOTELY worth the logistics pain

a lot of suggestions involve nerfing high sec, but that wont fix things, breaking high sec will just result in both high and low sec being broken, it wont move people to low sec, it will JUST make people quit, and result in not much else

much better would be to start with making refining instant, and equal to high sec, the wait is frustrating, the inefficiency annoying, the hauling to MAKE it efficient, a complete pain

manufacturing i also dont get, what precicely is wrong with making null manufacturing capacity of simple things like ammo, and T1 ships and items, equal to that of high sec?

does ANYONE actually enjoy hauling basic supplies?

edit:
but again, making high sec share the problems of null sec, will NOT fix null sec, it will just result in BOTH areas being broken, and MORE people being frustrated, not less



Honestly I'm not really seeing that many people talking about nerfing hisec as a solution. Certainly not as many people as a I see getting angry about it.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Frying Doom
#287 - 2012-12-12 21:05:16 UTC
Malcanis wrote:
just to clarify I was talking about player built outposts, not POS towers.

However, mining out of a POS tower is simply laughable. IIRC, the best achievable refining efficiency is about 75%. Manufacturing from them isn't much better.

Personally I think NPC refineries should go to 30% base maximum and POS and outposts should go to a 50% base.

But I do like the refinary being on a que basis as well that kind of makes sense compared to the magical, oh its done now one.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Mara Rinn
Cosmic Goo Convertor
#288 - 2012-12-12 21:35:05 UTC
Malcanis wrote:
However, mining out of a POS tower is simply laughable. IIRC, the best achievable refining efficiency is about 75%. Manufacturing from them isn't much better.


So why not fix POSes before nerfing NPC refineries?

Convert refining/reprocessing to a "RAM activity" job, with NPC stations, player outposts and POSes alike all having the same mechanic: install a refinery which has X lines which can process Ym3/hr of stuff. Even at 30% base refine, it is still possible for players to get close to 100% refining efficiency thanks to various skills and implants.

All RAM activities should be charged by NPCs on a variable load-based rate: the more their lines get used, the more expensive their lines get. Then NPCs can offer fewer and fewer lines over time, pushing the activity into player hands through economic pressure.
Frying Doom
#289 - 2012-12-12 21:45:13 UTC
Mara Rinn wrote:
Malcanis wrote:
However, mining out of a POS tower is simply laughable. IIRC, the best achievable refining efficiency is about 75%. Manufacturing from them isn't much better.


So why not fix POSes before nerfing NPC refineries?

Convert refining/reprocessing to a "RAM activity" job, with NPC stations, player outposts and POSes alike all having the same mechanic: install a refinery which has X lines which can process Ym3/hr of stuff. Even at 30% base refine, it is still possible for players to get close to 100% refining efficiency thanks to various skills and implants.

All RAM activities should be charged by NPCs on a variable load-based rate: the more their lines get used, the more expensive their lines get. Then NPCs can offer fewer and fewer lines over time, pushing the activity into player hands through economic pressure.

At base 30% you need
Refining V
Refining Efficiency V
and ore processing V

You get 91.9% refine. You can also get an implant for an extra 4%

so 95.9% max for NPC which is actually not bad at all if you want a cheaper alternative than your own POS or outpost.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Sokratesz
Rionnag Alba
#290 - 2012-12-12 22:12:10 UTC
Khergit Deserters wrote:
JC Anderson wrote:
There have been in the past.

A few CSM's back Ankhesentapemkah was elected with the second highest vote count of any candidate. She was rabidly anti-pirate, anti-anti-carebear, anti-scam, anti-anything-not-carebear-at-all. Even went as far as to say that anybody who pirates in eve is scum in real life.

Problem was... She was crazy. (Or I thought so)

Also she was removed from the CSM for an NDA disclosure violation. Prior to that she showed that she wasn't able to get along with the other CSM either. This was especially true after she threw a metal spoon across the table at one of them in anger in Iceland.

Anyhow, she proved that carebear rep's CAN be voted into the CSM. But instead of any candidates coming forward and campaigning since her, people instead just ***** and moan that the elections are rigged and you can't win without the backing of a mega null sec alliance.

http://massively.joystiq.com/2010/07/07/ankhesentapemkah-removed-from-eves-council-of-stellar-managemen/
http://evajobse.net/csmwiki/index.php/Ankhesentapemkah
http://wiki.eveonline.com/en/wiki/Permanent_ban_from_the_CSM_after_removal_for_NDA_breach_%28CSM%29

Ha ha, good times. I wish I'd been around to follow those episodes. A Like for this post as a fine piece of documentary reporting.



I was there, at the table with her. Nothing funny about some dumb woman going berserk >.>

[img]http://eve-files.com/sig/sokratesz[/img]