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Is this the best they could do? C'mon folks help them out.

Author
Opertone
State War Academy
Caldari State
#21 - 2012-12-24 11:31:38 UTC
I hate Player Run corps

1. Mad CEO - who uses alt to commit corp theft

2. Stupid property policy and politcs. All my major assets are buried in null outposts, station and custom POSes.

3. Lack of roles, lack of freedom, stupid CEOs do not grant sufficient roles, 3 months later corp collapses. (You never get required roles for POS lab and manufacture)

This post sums up why the 'best' work with DCM inc.

WARP DRIVE makes eve boring

really - add warping align time 300% on gun aggression and eve becomes great again

Elrich Kouvo
Doomheim
#22 - 2012-12-24 11:34:19 UTC
Opertone wrote:
I hate Player Run corps

1. Mad CEO - who uses alt to commit corp theft

2. Stupid property policy and politcs. All my major assets are buried in null outposts, station and custom POSes.

3. Lack of roles, lack of freedom, stupid CEOs do not grant sufficient roles, 3 months later corp collapses. (You never get required roles for POS lab and manufacture)

Preach It! Corp rules/roles suck. CCP doesn't even provide a way to pay players in a player corp.
Natsett Amuinn
Caldari Provisions
Caldari State
#23 - 2012-12-24 11:43:28 UTC
Elrich Kouvo wrote:
Natsett Amuinn wrote:
They aren't try to force you anywhere. The npc's corp are imbalanced, even when compared to a high sec payer run corp.

You guys that want to play in the npc's corps receiving all the rewards with next to no risk, and then crying about any change that makes it better to be in a player corp should just frigging quit.

EVE isn't about the npc's corps, and the npc's corps don't attract more people to EVE.

What reward?

The npc's corp. if you don't understand you never will. And why are you crying over a 3 year old dev blog.
Elrich Kouvo
Doomheim
#24 - 2012-12-24 11:50:34 UTC
Natsett Amuinn wrote:
Elrich Kouvo wrote:
Natsett Amuinn wrote:
They aren't try to force you anywhere. The npc's corp are imbalanced, even when compared to a high sec payer run corp.

You guys that want to play in the npc's corps receiving all the rewards with next to no risk, and then crying about any change that makes it better to be in a player corp should just frigging quit.

EVE isn't about the npc's corps, and the npc's corps don't attract more people to EVE.

What reward?

The npc's corp. if you don't understand you never will. And why are you crying over a 3 year old dev blog.

First: You are not explaining how a NPC corp is imbalanced to a player run corp.

Second: The devblog is 3 years old and the problems still persist.

Where is the reward in a player run corp for the efforts players sink into them? I believe you are better than this... Do you need more coffee or something?
Abditus Cularius
Clancularius Industries
#25 - 2012-12-24 12:29:41 UTC
Elrich Kouvo wrote:

Don't get me wrong. I am not anti PVP or wardec. I'm just asking, what a Player corp can do that a player/fleet in a NPC corp can do?


Real answer: Hold sov and kick people out.

Forum answer: Moan about killboard ratios and turn your game into work.
Natsett Amuinn
Caldari Provisions
Caldari State
#26 - 2012-12-24 13:16:16 UTC  |  Edited by: Natsett Amuinn
Elrich Kouvo wrote:
Natsett Amuinn wrote:
Elrich Kouvo wrote:
Natsett Amuinn wrote:
They aren't try to force you anywhere. The npc's corp are imbalanced, even when compared to a high sec payer run corp.

You guys that want to play in the npc's corps receiving all the rewards with next to no risk, and then crying about any change that makes it better to be in a player corp should just frigging quit.

EVE isn't about the npc's corps, and the npc's corps don't attract more people to EVE.

What reward?

The npc's corp. if you don't understand you never will. And why are you crying over a 3 year old dev blog.

First: You are not explaining how a NPC corp is imbalanced to a player run corp.

Second: The devblog is 3 years old and the problems still persist.

Where is the reward in a player run corp for the efforts players sink into them? I believe you are better than this... Do you need more coffee or something?

You're already pointing it out.

Lack of incentive.
If you can do everything but a few specialist type things -IE moon mining, most cap production, super and Titan production- you have no real reason to leave the npc's corps.

Forming one man corps to check out running a PoS isn't really joining a corp either, and a lot of people do that.

There's no benefit to joining a corp. CCP has to deal with the same stuff every other mmo does, encouraging people to join player run groups. It's much more important in EVE though. This is why mmo's do things like guild perks. More xp, better loot drops, etc when you join a guild.

It's why people, raiders, in other mmo's dislike when devs give everyone the same opportunity to achieve things as everyone else. Once upon a time raiding used to be what you did after you joined a guild, now it's what you do while playing solo; without ever having to join a guild.

We may as well start calling it the Generation Q. Lots of people want to play a multiplayer game that thrives on social interaction and working with others like its a single player game. They want to enter a Q and wait their turn to get the same rewards as those people that utilize the mechanics the developers spent time creating so that we could work with others for better rewards.

The NPC corps encourage people to not join a corp.
Everyone's excuse for not joining a corp, mostly always boiling down to it being "the corps" fault, are just that, excuses. There are corporations available in EVE for every play style, even corps full of casual, laid back people who don't force anyone to do anything, just have fun.



You're not supposed to stay in the NPC corps forever, even though you can.
There's no incentive to leave them, it needs to be fixed.

They never followed through on the tax adjustments when the initial increase was obviously not enough. It should go a little higher.

And then they need to remove all T2 production out of high sec stations and into player run structures.

You earn ISK as effectively as everyone else while in the NPC corps when you should be joining player run corps to do that.


EVE revolves around the player run corps, not individuals in the NPC corps.
Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#27 - 2012-12-24 13:35:43 UTC
1) Newbie joins the game and asks in Rookie or Help channel for a "guild".

2) Newbie gets pointed to the recruitment channel.

3) Newbie goes to the recruitment channel and asks for a corp to join.

4) Newbie gets recruited into one of those "we-are newbie-friendly-and-do-everything-from-mining-to-wormholes-to-PvP"-corps with a dozen or so members (half of them are probably alts), none of them older than two, three months themselves that are hardly online and if they are, they mine or run missions... solo of course.

(Optional: 5) The corp gets wardecced and Newbie gets blown up, having never been told this interesting mechanic)


There is your problem!

Je suis Paris // Köln // Brüssel // Orlando // Nice // Würzburg, München, Ansbach // Saint-Étienne-du-Rouvray

Je suis Berlin // Fort Lauderdale // London // St. Petersburg // Stockholm

Je suis [?]

Dave Stark
#28 - 2012-12-24 13:38:47 UTC
not sure how the whole rejoining an npc corp thing works, however the character i recently created that hasn't been in a player corp is in a different corp to those who have been in a player corp.

perhaps these npc corps could be wardecced, higher taxes etc that way players just starting out aren't abused by a wardec from the get-go or higher than average taxes, yet once they've taken that step out of the comfort zone they're unable to return to it and must suffer higher taxes and possibilities of war decs as they would in any other corp.
Fractal Muse
Sebiestor Tribe
Minmatar Republic
#29 - 2012-12-24 13:55:14 UTC
Elrich Kouvo wrote:

I mean "a" mission(not all missions) that reward a huge payout to the fleet/corp that completes it. It would be difficult enough to require a small fleet. But I agree waiting for a corpmate to warp across to the planned activity can be a pain. Probably the CEO's fault for not organizing though.

Go to wormhole space? The dynamics there encourage fleeting up to complete sites for great rewards.

I would agree that there should be one mission per "level" range that supports a group to complete - if only to get new players into fleeting up to do stuff instead of directing them towards single-player gameplay which is, for many people, boring.

As to the corp thing - you haven't suggested any actual concrete ideas or details.

HOW would you like advertising to be better?
WHAT tools would you like to see?

Without those details your posts are just a continual whiny complaint which is unfortunate.
Eraza
Fuzzyness Enterprizes
#30 - 2012-12-24 14:11:28 UTC
i think npc corps are an annoying necessity, it's like pure PvE servers in WoW where you cant attack other players at all

there will always be casual players, who dont have time to commit to the game and still want to log in and play with spaceships, those are paying customers no MMO dev can afford to ignore

similarly, eve is always more fun with a friend or seven, however there are always dead times, when I feel like playing eve, and all my friends are busy with other stuff, that's what missions are for really

i'm not sure this can be balanced better in an easy way.
ccp cant afford to **** over casual players, and the good way to fix this requires dev attention.
and well.. everything needs dev attention, and there is not an unlimited supply of said dev attention

lastly i dont understand why the casuals and cowards make some people so angry, there are plenty of people who WANT to play, and there will always be a loner in a corner of the school yard playing at stacking rocks

it's a fact of life that seems to translate well over to eve.
sure the loner is missing out, because playing eve solo and risk free is kind of missing the point, but... is that really OUR problem?
Dave Stark
#31 - 2012-12-24 14:15:30 UTC
Eraza wrote:
there will always be casual players, who dont have time to commit to the game and still want to log in and play with spaceships, those are paying customers no MMO dev can afford to ignore


on the reverse; why should the game cater to everyone? the general feeling i get from my perception of the community are that they play it because of eve's somewhat unique niche.
Vaerah Vahrokha
Vahrokh Consulting
#32 - 2012-12-24 14:32:21 UTC
Dave stark wrote:
Eraza wrote:
there will always be casual players, who dont have time to commit to the game and still want to log in and play with spaceships, those are paying customers no MMO dev can afford to ignore


on the reverse; why should the game cater to everyone? the general feeling i get from my perception of the community are that they play it because of eve's somewhat unique niche.


The game is not "catering" to everyone.

It's desperately *grasping* to everyone to keep 40-50k online people and not drop back to 6k online like it was in the past.

You can be selective and purist and radical chic only as long as you have somebody else to pay your employees wages. Else it's compromises time. And compromises are always ugly.
La Nariz
Aliastra
Gallente Federation
#33 - 2012-12-24 14:45:25 UTC
Vaju Enki wrote:
They could just remove npc corps. It should work just for rookie pilots first weeks.


I suggested something like this awhile ago. Each faction has two NPC corps, one tied to FW and one like they are now. Newbies (players <1 year old) could remain in the NPC corp when they leave a corp or should they never join a corp. After that year those players would be shunted into the NPC corp tied to FW. Basically they get the invincible NPC corp for a year, which is long enough to learn the game and once that's done the get placed in their empires FW corp. So they might be unable to be wardeced but they could still be shot and killed by the opposing FW. Just in case newbies buy a character from the bazaar, purchased characters get 3 months of protection this is less than a year to decrease the chance of abuse from non-newbies.

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March rabbit
Aliastra
Gallente Federation
#34 - 2012-12-24 14:46:40 UTC  |  Edited by: March rabbit
Abditus Cularius wrote:
Elrich Kouvo wrote:

Don't get me wrong. I am not anti PVP or wardec. I'm just asking, what a Player corp can do that a player/fleet in a NPC corp can do?


Real answer: Hold sov and kick people out.

and occasionally alliance leader (who is REAL owner of this sov) boots your corp from the alliance.... or alliance just fails and everything is lost.

Abditus Cularius wrote:
Forum answer: Moan about killboard ratios and turn your game into work.

this is closer to what i personally found for my 2 years in game. Yea, some of corps i've been to were real nice but whole this life looks more than work.

The Mittani: "the inappropriate drunked joke"

Diablo Ex
Nocturne Holdings
#35 - 2012-12-24 14:48:27 UTC
You want a suggestion to make Player Corps more attractive? Simple...
Make the NPC Corps equal to Training/Temp accounts.... no training certain skills, no flying certain ships, no running more that L2 missions, etc...

If your in a NPC Corp, you are no better off, or worse off than the rookies on the temp accounts...
If you want more, join a Player Corp or form your own Solo Corp.

Diablo Ex Machina - "I'm not here to fix your problem"

Wurmhel Wunderkind
Meerkat Embrace
#36 - 2012-12-24 14:58:07 UTC
Elrich Kouvo wrote:
In my time in EVE I have been a CEO and served under other CEOs. I have seen wardecs kill fail corps. CEOs turn and blow up the newb players, corp theft, tyrant CEOs taken down by real life issues leaving without leadership, and a lot of other stupid stuff player run corps are involved in..


Sounds fun actually. This is the sort of drama that most people pay their sub for Smile
Ranger 1
Ranger Corp
Vae. Victis.
#37 - 2012-12-24 15:07:32 UTC
1: All missions should scale to be more difficult and more profitable when done with a group.

2: The ability to more finely tune corp roles desperately needs to be worked on, the old code needs to be completely reworked to allow things like setting individual roles per POS or Outpost.

3: Corps should have far more options available to allow things like salaries and bonuses, and the ability to base that on individual income for the corp brought in by that player. This would necessitate workable tools to create different economic models for corps. Corps need ways to be profitable (or not) as an organization, and if profitable all the members benefit.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#38 - 2012-12-24 15:19:40 UTC  |  Edited by: Nerath Naaris
La Nariz wrote:


I suggested something like this awhile ago. Each faction has two NPC corps, one tied to FW and one like they are now. Newbies (players <1 year old) could remain in the NPC corp when they leave a corp or should they never join a corp. After that year those players would be shunted into the NPC corp tied to FW. Basically they get the invincible NPC corp for a year, which is long enough to learn the game and once that's done the get placed in their empires FW corp. So they might be unable to be wardeced but they could still be shot and killed by the opposing FW. Just in case newbies buy a character from the bazaar, purchased characters get 3 months of protection this is less than a year to decrease the chance of abuse from non-newbies.



Diablo Ex wrote:
You want a suggestion to make Player Corps more attractive? Simple...
Make the NPC Corps equal to Training/Temp accounts.... no training certain skills, no flying certain ships, no running more that L2 missions, etc...

If your in a NPC Corp, you are no better off, or worse off than the rookies on the temp accounts...
If you want more, join a Player Corp or form your own Solo Corp.



Forcing players into something they don´t want is probably not a good idea to keep them and besides it would not be very "sandboxy", imo.

Instead why not give them "incentives" to leave the NPC corp: Make the NPC tax rate dynamic and dependant on player age: a new player starts with 0% tax which rises by 1 point each month he remains in the NPC corp, up to a limit of 25%. It would "freeze" if the player leaves for a PC corp of course and resumes when he comes back.

The actual mechanism can be discussed, naturally, we don´t want abuse or whatever, but ultimately, it would be the player himself who decides...

Je suis Paris // Köln // Brüssel // Orlando // Nice // Würzburg, München, Ansbach // Saint-Étienne-du-Rouvray

Je suis Berlin // Fort Lauderdale // London // St. Petersburg // Stockholm

Je suis [?]

Some Rando
University of Caille
Gallente Federation
#39 - 2012-12-24 15:29:26 UTC
Ranger 1 wrote:
1: All missions should scale to be more difficult and more profitable when done with a group.

2: The ability to more finely tune corp roles desperately needs to be worked on, the old code needs to be completely reworked to allow things like setting individual roles per POS or Outpost.

3: Corps should have far more options available to allow things like salaries and bonuses, and the ability to base that on individual income for the corp brought in by that player. This would necessitate workable tools to create different economic models for corps. Corps need ways to be profitable (or not) as an organization, and if profitable all the members benefit.

This is too sensible for GD. What we should do instead is limit NPC corp membership for only the first six months of a character's life, jack up the tax rate to 25% on all activities, and dump older players into a special one-man war-decable corp with a 15% tax rate if they're not in a proper player corp.

CCP has no sense of humour.

March rabbit
Aliastra
Gallente Federation
#40 - 2012-12-24 15:34:55 UTC
La Nariz wrote:
I suggested something like this awhile ago. Each faction has two NPC corps, one tied to FW and one like they are now. Newbies (players <1 year old) could remain in the NPC corp when they leave a corp or should they never join a corp. After that year those players would be shunted into the NPC corp tied to FW. Basically they get the invincible NPC corp for a year, which is long enough to learn the game and once that's done the get placed in their empires FW corp. So they might be unable to be wardeced but they could still be shot and killed by the opposing FW. Just in case newbies buy a character from the bazaar, purchased characters get 3 months of protection this is less than a year to decrease the chance of abuse from non-newbies.

player corps are bad. is it a problem? yea. Let's fix it! How? Let's make NPC corps even worse. This is for sure Eve Online fixing way! Cool

Diablo Ex wrote:
You want a suggestion to make Player Corps more attractive? Simple...
Make the NPC Corps equal to Training/Temp accounts.... no training certain skills, no flying certain ships, no running more that L2 missions, etc...

If your in a NPC Corp, you are no better off, or worse off than the rookies on the temp accounts...
If you want more, join a Player Corp or form your own Solo Corp.

add here free game time and i agree.
elsewere..... maybe just shut down servers? it would be a lot easier to fix "player corp problem" Cool


Nerath Naaris wrote:

Forcing players into something they don´t want is probably not a good idea to keep them and besides it would not be very "sandboxy", imo.

Instead why not give them "incentives" to leave the NPC corp: Make the NPC tax rate dynamic and dependant on player age: a new player starts with 0% tax which rises by 1 point each month he remains in the NPC corp, up to a limit of 25%. It would "freeze" if the player leaves for a PC corp of course and resumes when he comes back.

The actual mechanism can be discussed, naturally, we don´t want abuse or whatever, but ultimately, it would be the player himself who decides...

it is already. someone joins player corps, someone - don't. Someone (see my profile) returns after player corps into NPC ones.

Anyway i advice you (al lof you, NPC corp haters and n00b gankers) to just forget about such a stupid ideas. CCP can't afford to lose big part of customers. So they will never do such an easy stupid things like i've quotted here.

Personally i'm not sure if NPC corps are the problem. Yes, they can't be wardecced. And what is the problem? Ship can be killed everywhere. You just need to :effort:. We even got bounties so suicide gankers got some boost.

Want to PVP? There is PVP in Eve Online. You just need to find it.

The Mittani: "the inappropriate drunked joke"