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You CANT Nerf HighSec!

First post First post First post
Author
Abu Tarynnia
Kings-Guard
Sigma Grindset
#1441 - 2012-12-28 10:11:48 UTC
Lord MuffloN wrote:
Abu Tarynnia wrote:
When I remember correctly player owned POS in NullSec had limited abilities to refine ore such as it took time and you only had several queues open for doing so .. make the same in highsec ... problem solved.


Except that refining in a POS always wastes 25% of the ore you put in it, not saying it's not fixable, but that's how it is now.


Then make a TX-modul for POS that drops that to 20/15/10/5/0% .. where is the problem. In order to get more people to nullsec you just have to make nullsec more attractiv. Currently I don't see the often spoken of 'risk vs reward' balance in between null/low/high sec.
EVE is supposed as player driven but the area where players could shine (null sec) and create their own content without interference of npcs is not suitable in regards to highsec.
If you have queues for production, science and the lot why not for refining as for player-POS ? Just switch that, make modules for lowering waste-rate and everything should be fine. The miners from high sec WILL move because you now not only have to search for good belts but also for possibilities to refine.

YOU CANNOT HAVE MY STUFF!!!!

CCP Eterne
C C P
C C P Alliance
#1442 - 2012-12-28 10:44:30 UTC
I am not sure if this thread merits staying open or if it has run its course. Despite needing some cleaning in the last few pages, the majority of the discussion seems to be relatively civil and on-point.

I will say this; keep the discussion away from attacking/insulting individuals or their corps/alliances and we'll be fine.

EVE Online/DUST 514 Community Representative ※ EVE Illuminati ※ Fiction Adept

@CCP_Eterne ※ @EVE_LiveEvents

Vaerah Vahrokha
Vahrokh Consulting
#1443 - 2012-12-28 10:59:32 UTC  |  Edited by: Vaerah Vahrokha
James Amril-Kesh wrote:
Vaerah Vahrokha wrote:
a) EvE is EvE because of how it is, including hi sec. Hi sec is the land of fast and hard content creators, some of them made the game story even with limited forces

How much of that game story did they actually create, and how much was handed to them, like everything else, on a silver platter?

What about nullsec, where EVERYTHING is player-owned and created. We make our own history out there. That's the entire reason for its existence.


Some like Beowulf, Odissey and so on, others prefer more domestic stories and watch serials on TV.

I and others are VASTLY more interested into being inside a story we can change ourselves without being subdued into a thousands blobs and without putting years into it. This is :sandbox: too.

I could tell you the day by day story of the most boring place of all: an hi sec ice mining system.

On one side there's the most boring story: goon alts coming in there and killing everything. :great stuff: /yawn. It will make the news? Probably. Yet it's crap.

On the other side there's my alt offering to freight stuff for newbies who can't use but the most basic iteron.
Less newbies guys can just sell me blocks for 100k ISK and then it's my business to convert those into ISK.

At the same time there's James 315 and his guys bumping, ganking and similar other content that the 10k men alliances would not even notice.

At the same time there's the happy trader / industrialist selling both retrievers, mining lasers, catalysts and faction ammo.

At the same time there are 2-3 big litigations a day on a stupid ice roid that usually end up in 10 men corp vs 10 men corp wardecs. All excuses are good: from "you bump my orca every time you warp in" to "this is our roid go away" (smack ensues => wardec). Some times this escalates and null sec friends jump clone in and fireworks happen and POSes go down.

At the same time there's the 7 men merc corp who advertise they will protect miners from ganking (for less than James 315 asks for, some times for free).

At the same time there's the guy missioning in the same system who warped his Tengu wrong and arrived to the ice belt where he got promptly bumped, nuked and lost his pimp stuff.

At the same time there's a 3-4 layer of different miners (it's like trees, depending on where they go in the belt you can discern newbies and baddies from the others, at different stages) that gankers scan and eventually cherry pick.


Like it or not, make it the news or not, this IS content and it's fun and people like it and it risks going away because some corps want to take the pre-requisites of it away.
March rabbit
Aliastra
Gallente Federation
#1444 - 2012-12-28 11:01:36 UTC
Malcanis wrote:
March rabbit wrote:

I still don't see any reasons why sovereignty costs ISK. You pay to CONCORD so have your name on this system. But there is no CONCORD here. And there is no other authorities who can punish you for not paying. You only get punished by some "hand of God".
IMO ISK should be removed from sov. To claim sov you put TCU and online it. Let this structure need some kind of fuel to work. Fuel depleted, TCU off -> sov droped. Then territory would actually need people's care. In addition you would increase demand for industry in 0.0 - it will need tons of fuel for these TCUs


Great, now sov is even more work. Hauling is super fun! So... What do we get out of this change?

well. sov needs some meaning for people. put your name on map and forget about whole region - it's not good anyway.

and hauling is not so "super fun" when you do it already for POSes you use. Settle every system you own with citizens and send them supply TCU by fuel. Then SOV will live and no craploads of hauling is needed.

However if you own huge region and there is no one to live there (and supply TCUs) - then you don't need this region anyway.

The Mittani: "the inappropriate drunked joke"

Vaerah Vahrokha
Vahrokh Consulting
#1445 - 2012-12-28 11:05:13 UTC
Frying Doom wrote:
Malcanis wrote:
Frying Doom wrote:

Much like the removal of NPC goods over the years, my belief is that like any government run enterprise NPC stations should be expensive and inefficient when compared to private industry. See even fits into EvE lore lol


Anyone who believes that private enterprise is intrinsically efficient has only ever worked for the government (or not at all). But without wanting to get into RL politics, RL models aren't a reliable model for game design. As I have previously written.

If you work for an inefficient private industry there is a device that occurs to balance this

They are called lay offs. An efficient business does not experience these often or ever, while an inefficient one does. While these do sometimes occur due to alterations within the market place that to is an inefficiency as they have failed to adapt.

I was not talking about modelling but just lore.



Sadly if you lived in Europe you'd know that large private companies are used to implant politicized clientele everywhere (not just at the top spots) and unions love them because they make lots of cash out of their affiliates plus they can gain power against the company owners.

Of course those companies are rotten and would fail very bad but TA-DA! The CONCORD.... ehm the government comes to aid those failing compaines, nationalizes their debts, more politicians infiltrate the company, more debt is created and so on. Then some brilliant president wakes up and decides to impose more taxes on everybody so that the failing wagons (both public and private) can get even more money or even get nationalized.

EU social-democracy at its finest.
March rabbit
Aliastra
Gallente Federation
#1446 - 2012-12-28 11:24:15 UTC
La Nariz wrote:
March rabbit wrote:

1. This is not whine. I don't care about 0.0. It is in the past of my Eve game.
However what do you offer to "new players" (we speak about message to them here)? Join big group? Or you can show one (!!!) new (1-2 years) alliance which took his part of 0.0 kicked old ones? And not alliance who just joined "big blue" but actually took space?

2. Ok. You say it is possible. Then give exact numbers which would make this balance good. How many percents you would remove from rewards in high-sec to compensate cynos? And there is next question already: why did you give this number and not another.

3. I see you agree here. So do it! Make risk/reward in 0.0 better than in high-sec. Why ask CCP to do your job?


1. It was a huge whine about blues. Us personally? We offer amazing support for newbees, free ships, free isk, lots of content, and mentors to help you learn the game as well as find out what you like to do. That's part of the beauty of nullsec we can design our own newbie programs which in our case is very successful.

2. Exact numbers require testing but I'd say making the maximum available refine rate in highsec be 70% is a good start. This is a focus on industry though not everything else.

3. We ask for CCP to do it because its game mechanics that are keeping highsec rewards high and nullsec rewards low relating to industry. We aren't game designers so it isn't our job.

1. You are missing my point. (and you forget to add mandatory "WOOHAAATEEEAAARRRRSSS" btw).
It's great what you offer to new players (don't use word "you" please because i'm not new). But....
The whole point of Eve Adverts is: person can do something, he can become someone. And what can do your "new players" in 0.0 now? Sit in belts/anomalies? Zerg in CTAs removing all non-blue colors from map? This is a "message" which current 0.0 sends to new players - "sit in a belt, obey to your master, you are noone here".

2. And now we have second part of a question: where did you get number "70%"? Why not 65? Why not 75?
It's not trolling (i really try to evade it). However you ask for changes so you HAVE TO KNOW what are you asking for. And request: "make it less, like 70% or about, i don't care" is not good start for any changes.

3. Well. I can agree about rewards part. However having better minerals in 0.0, jump bridges and player controllable taxes is a good start for industry.
On the other hand why you ignore "risk" part of equation risk/reward? Risk part is completely controlled by players (NPC doesn't attack POSes, SOV and outposts. It's barely can destroy player ships). So you are not right in "we are not game designers, it's their job to balance risk/reward". It's up to players to make is safer than even in high-sec.

The Mittani: "the inappropriate drunked joke"

Malcanis
Vanishing Point.
The Initiative.
#1447 - 2012-12-28 11:49:08 UTC
March rabbit wrote:
Malcanis wrote:
March rabbit wrote:

I still don't see any reasons why sovereignty costs ISK. You pay to CONCORD so have your name on this system. But there is no CONCORD here. And there is no other authorities who can punish you for not paying. You only get punished by some "hand of God".
IMO ISK should be removed from sov. To claim sov you put TCU and online it. Let this structure need some kind of fuel to work. Fuel depleted, TCU off -> sov droped. Then territory would actually need people's care. In addition you would increase demand for industry in 0.0 - it will need tons of fuel for these TCUs


Great, now sov is even more work. Hauling is super fun! So... What do we get out of this change?

well. sov needs some meaning for people. put your name on map and forget about whole region - it's not good anyway.

and hauling is not so "super fun" when you do it already for POSes you use. Settle every system you own with citizens and send them supply TCU by fuel. Then SOV will live and no craploads of hauling is needed.

However if you own huge region and there is no one to live there (and supply TCUs) - then you don't need this region anyway.


Could somone translate this for me?

"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
#1448 - 2012-12-28 12:01:57 UTC
Malcanis wrote:
March rabbit wrote:
Malcanis wrote:
March rabbit wrote:

I still don't see any reasons why sovereignty costs ISK. You pay to CONCORD so have your name on this system. But there is no CONCORD here. And there is no other authorities who can punish you for not paying. You only get punished by some "hand of God".
IMO ISK should be removed from sov. To claim sov you put TCU and online it. Let this structure need some kind of fuel to work. Fuel depleted, TCU off -> sov droped. Then territory would actually need people's care. In addition you would increase demand for industry in 0.0 - it will need tons of fuel for these TCUs


Great, now sov is even more work. Hauling is super fun! So... What do we get out of this change?

well. sov needs some meaning for people. put your name on map and forget about whole region - it's not good anyway.

and hauling is not so "super fun" when you do it already for POSes you use. Settle every system you own with citizens and send them supply TCU by fuel. Then SOV will live and no craploads of hauling is needed.

However if you own huge region and there is no one to live there (and supply TCUs) - then you don't need this region anyway.


Could somone translate this for me?

I think he is saying that if you put up a TCU in a system you should not have to fuel the towers.

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

Bump Truck
Doomheim
#1449 - 2012-12-28 12:05:45 UTC
CCP Eterne wrote:
I am not sure if this thread merits staying open or if it has run its course. Despite needing some cleaning in the last few pages, the majority of the discussion seems to be relatively civil and on-point.

I will say this; keep the discussion away from attacking/insulting individuals or their corps/alliances and we'll be fine.


I'm just glad you've read this far, I think a lot of interesting points have been made, thanks.

Also thanks to everyone who has contributed, after making such an incendiary OP I was expecting an epic flame war but this has been a really civilised and interesting thread.

Good work bros.
Gillia Winddancer
Aliastra
Gallente Federation
#1450 - 2012-12-28 12:06:38 UTC
March rabbit wrote:
La Nariz wrote:
March rabbit wrote:

1. This is not whine. I don't care about 0.0. It is in the past of my Eve game.
However what do you offer to "new players" (we speak about message to them here)? Join big group? Or you can show one (!!!) new (1-2 years) alliance which took his part of 0.0 kicked old ones? And not alliance who just joined "big blue" but actually took space?

2. Ok. You say it is possible. Then give exact numbers which would make this balance good. How many percents you would remove from rewards in high-sec to compensate cynos? And there is next question already: why did you give this number and not another.

3. I see you agree here. So do it! Make risk/reward in 0.0 better than in high-sec. Why ask CCP to do your job?


1. It was a huge whine about blues. Us personally? We offer amazing support for newbees, free ships, free isk, lots of content, and mentors to help you learn the game as well as find out what you like to do. That's part of the beauty of nullsec we can design our own newbie programs which in our case is very successful.

2. Exact numbers require testing but I'd say making the maximum available refine rate in highsec be 70% is a good start. This is a focus on industry though not everything else.

3. We ask for CCP to do it because its game mechanics that are keeping highsec rewards high and nullsec rewards low relating to industry. We aren't game designers so it isn't our job.

1. You are missing my point. (and you forget to add mandatory "WOOHAAATEEEAAARRRRSSS" btw).
It's great what you offer to new players (don't use word "you" please because i'm not new). But....
The whole point of Eve Adverts is: person can do something, he can become someone. And what can do your "new players" in 0.0 now? Sit in belts/anomalies? Zerg in CTAs removing all non-blue colors from map? This is a "message" which current 0.0 sends to new players - "sit in a belt, obey to your master, you are noone here".

2. And now we have second part of a question: where did you get number "70%"? Why not 65? Why not 75?
It's not trolling (i really try to evade it). However you ask for changes so you HAVE TO KNOW what are you asking for. And request: "make it less, like 70% or about, i don't care" is not good start for any changes.

3. Well. I can agree about rewards part. However having better minerals in 0.0, jump bridges and player controllable taxes is a good start for industry.
On the other hand why you ignore "risk" part of equation risk/reward? Risk part is completely controlled by players (NPC doesn't attack POSes, SOV and outposts. It's barely can destroy player ships). So you are not right in "we are not game designers, it's their job to balance risk/reward". It's up to players to make is safer than even in high-sec.


1. Those adverts can still be made true with a couple of gameplay mechanical changes. The very same changes that I still want to see in EVE: elimination of instant information - the one change that would solve so many issues in one fell swoop. And this would force the 0.0 dwellers to put a lot more effort in telling new players what they can and cannot do. I'd so love to see the biggest alliances attempt at constantly surveying every system that they hold without instant information local and instant information d-scan.

2. Frankly industry should be put on the back-seat as it is still tied to the instant information paradox. Yes, whilst industry in high-sec is more beneficial, the first step should be looking at resource distribution before production. Assuming that you end up getting more traffic to low/null it would automatically mean that you would end up having more action going on. More action equals more fireworks. More fireworks equal more business for industry. More business equals first come first served.

But again, eliminate instant information and you will hopefully end up with more miners at least probing out low/null systems - whether they are invited there or not.

3. Risk/reward ratio is completely out of whack and it is the risk side, not the reward side that is completely flawed so I cannot really agree with you fully here. Once again, instant information is the culprit. Any industrialist that is not under the protection of a major alliance would be quite stupid if he tried to go and mine in null today regardless of the reward that could be reaped there. Everyone sees and knows that there are players that are locked out of 0.0 unless they join some master yet everyone refuses to see HOW they are locked out.

Jump bridges/cyno and so on also hampers EVE. Yes, whilst it is a comfortable tool for everyone including industrialists, it is also a part of the reason as to why there is less action than it should be as it eliminates a vital risk factor that should be growing together with corp/alliance sizes. It is also a reason for why these groups can hold that much more space than they actually should.

Bump Truck
Doomheim
#1451 - 2012-12-28 12:10:12 UTC
Randolph Rothstein wrote:
i dont know if this has been done before and im certainly not gonna go through 70 pages,so if it was,feel free to ignore

lets make pros for each space:

high sec:
- industry obviously - including tax issues,station trading the whole circus
- transportation
- safety

low sec:
- carriers,titans,dreadnaughts - everybody wants to fly big ship,its the ultimate e-peen thing in the game
- moons
- exploration - high sec sites are often empty because of number of players doing them
- rats including complexes and easy access to pirate faction ships
- safety for two reasons - first if you look at the map the most ship/pod kills are in high sec,second because of density there are not a lot of people in low sec,id even argue that low sec is safer because of that but lets pretend they cancel each other
-i could add mining but because of hauling issues,its actually quite even - however if you have jumpfreighters low sec is better
-sovereignity - i think its pretty cool to have own space - but since it does nothing and only gives bragging rights that nobody cares about i wont count them

...


Appreciate the input Rothstien.

As I said a couple of pages ago I think this is one of the deepest roots of the problem. The idea that HighSec is where industry should be.

Why is that?

I can see why industry should be allowed there but if I had 500 buddies and we wanted to build an industrial area out in the deepest part of null should we be stopped from doing that by the game mechanics to protect the monopoly HighSec has over manufacturing?

I think that's pretty lame and against the sandbox nature of the game and what this thread is really about.

What is being requested is for Null to have viable tools for making an industrial base of it's own that isn't hopelessly weak compared to HighSec.

IMO that's a pretty reasonable request.

Frying Doom
#1452 - 2012-12-28 12:12:20 UTC
Vaerah Vahrokha wrote:
Frying Doom wrote:
Malcanis wrote:
Frying Doom wrote:

Much like the removal of NPC goods over the years, my belief is that like any government run enterprise NPC stations should be expensive and inefficient when compared to private industry. See even fits into EvE lore lol


Anyone who believes that private enterprise is intrinsically efficient has only ever worked for the government (or not at all). But without wanting to get into RL politics, RL models aren't a reliable model for game design. As I have previously written.

If you work for an inefficient private industry there is a device that occurs to balance this

They are called lay offs. An efficient business does not experience these often or ever, while an inefficient one does. While these do sometimes occur due to alterations within the market place that to is an inefficiency as they have failed to adapt.

I was not talking about modelling but just lore.



Sadly if you lived in Europe you'd know that large private companies are used to implant politicized clientele everywhere (not just at the top spots) and unions love them because they make lots of cash out of their affiliates plus they can gain power against the company owners.

Of course those companies are rotten and would fail very bad but TA-DA! The CONCORD.... ehm the government comes to aid those failing compaines, nationalizes their debts, more politicians infiltrate the company, more debt is created and so on. Then some brilliant president wakes up and decides to impose more taxes on everybody so that the failing wagons (both public and private) can get even more money or even get nationalized.

EU social-democracy at its finest.

So the problem is that the government is turning badly run companies into pseudo government organization and then naturally enough these companies are getting worse.

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

Bump Truck
Doomheim
#1453 - 2012-12-28 12:17:56 UTC
Randolph Rothstein wrote:
Shepard Wong Ogeko wrote:
Randolph Rothstein wrote:

1. its not how it works in real world which is the source of devs ideas,its illogical to ask cocacola to build a factory in afghanistan desert



That is probably the worst example of a company to use if you want to say that industry doesn't happen in out of the way or war torn places.

Coca Cola has operations in Colombia, a country with drug lords, guerrillas, kidnapping and ransoms, private para-military. The "lowsec" of the real world. They have a history, not always good, of setting up shop in some out of the way places.

And their competitor, Pepsi, is actually setting up a bottling plant in Afghanistan.

http://www.pepsico.com/PressRelease/PepsiCo-Signs-with-Alokozay-as-Exclusive-Bottling-Partner-for-Afghanistan04202011.html


in Kabul bro,i was talking afghanistan desert...slight difference

i wasnt thinking colombia (not even izrael for that matter even tho there was almost war) when i was doing examples,more like africa,there is always civil war there and everthing destroyed



I'm not sure which part of Africa you are referring to, it's pretty big, a Billion people live there, that's the equivalent populations of all of North America, Europe, Russia and Japan.

It's not "always civil war", there are some realy development miracles happening at the moment, Angola is going through a massive resource driven economic boom, for example, Nigeria has the potential to be richer than the USA, if it got it's rampant corruption and political extremism under control.


My points are, firstly I dislike real work analogies, it's like saying "the rules of chess should change because you can't move a castle in real life, or at least their name should be changed to tank", EVE is about game mechanics and not modelling the real world.

Secondly if you want to talk real world analogies then I think any place on the earth can go through periods of instability and then periods of economic growth. Take Europe during world war 2, looks a lot like nullsec does today, why can't it stabilise and develop a massive industrial base?

What about the colonisation of America in the 18th century? Many different, often warring, empires seeking to establish control. Look at now, industrial base.

In time Africa could be the richest part of the world, there is no reason this can't occur.

I think the Null empires should be able to build an industrial base. IMO this is totally reasonable and it may require HighSec to be nerfed (additional taxes, reduced refine rates etc) to achieve it.

March rabbit
Aliastra
Gallente Federation
#1454 - 2012-12-28 12:19:16 UTC
Frying Doom wrote:
Malcanis wrote:
March rabbit wrote:

well. sov needs some meaning for people. put your name on map and forget about whole region - it's not good anyway.

and hauling is not so "super fun" when you do it already for POSes you use. Settle every system you own with citizens and send them supply TCU by fuel. Then SOV will live and no craploads of hauling is needed.

However if you own huge region and there is no one to live there (and supply TCUs) - then you don't need this region anyway.


Could somone translate this for me?

I think he is saying that if you put up a TCU in a system you should not have to fuel the towers.

you almost got it. You already fuel POSes. Fueling one additional structure (TCU) should no be so difficult.

The Mittani: "the inappropriate drunked joke"

Malcanis
Vanishing Point.
The Initiative.
#1455 - 2012-12-28 12:21:25 UTC
March rabbit wrote:
Frying Doom wrote:
Malcanis wrote:
March rabbit wrote:

well. sov needs some meaning for people. put your name on map and forget about whole region - it's not good anyway.

and hauling is not so "super fun" when you do it already for POSes you use. Settle every system you own with citizens and send them supply TCU by fuel. Then SOV will live and no craploads of hauling is needed.

However if you own huge region and there is no one to live there (and supply TCUs) - then you don't need this region anyway.


Could somone translate this for me?

I think he is saying that if you put up a TCU in a system you should not have to fuel the towers.

you almost got it. You already fuel POSes. Fueling one additional structure (TCU) should no be so difficult.


Wow OK so what you're saying is that you'd just like to add even more hauling jobs to the already quite onerous requirements of maintaining sov.

If it doesn't come with any other changes, I'm gonna give that one a thanks but no thanks.

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

Grath Telkin, 11.10.2016

Nessa Aldeen
First Among Equals
#1456 - 2012-12-28 12:23:13 UTC
Warning: Long post and no TLDR.

I had been in null sec for a long while, and I have witnessed massive amounts of iskies made in null sec. The position that null sec needs more buff is ridiculous, yes, it is dangerous and easily disrupted but you still make crapload of iskies than you can ever make in low or empire sec. Even if you're just a low rank pleb, you can make crazy isk not to mention those in the upper echelons. If you can't there are two reasons: you don't care for isk, and all you want is to kill ****. and/or you have no clue to make iskies.

Nerfing hi-sec as proposed by some is quite literally a game killer. The stand you make is that these people are making sick money in empire, you also claim that risk/reward is much too high. But where is the evidence? L4? nerfed! Incursion? nerfed! Mining.. crap.

Let's say these might be true as you claim it to be. What you don't realize is the fact that MOTIVATION is the real reason behind so many empire dwellers remain where they are. If they don't wish to go to null-sec, you can't decrease their already rather rubbish rewards and hope that this will somehow make them interested in joining your alliance. This will cause a major upset as their values and motivations are not aligned to null sec living. Hell, you can even open a conduit like some alliances back in the day tried (and FAILED) they still didn't go. Their is no motivation, their is no will to head there. The 71% argument does make sense, hi sec empires dwellers are the lifeblood of eve, if the stats are reversed then there is indeed something wrong. Even if you take an RP view, shouldn't long established empires be MORE POPULATED than fledgling empires?

Null sec alliances are run like Mexican druglords area, rather than establishing links to empire, each has their own agenda to push. some are motivated to pvp consistently, others driven by moon goo and so on. These territories are guarded with extreme prejudice to anyone who is not blue. Entry is not as simple as it seems and there are probably lots of stories when empire dwellers have tried and got scammed shot killed. So again, where is the precedent undertaken by null sec empires apart from filling up the coffers of some guy at the top. The distribution of wealth is definitely like an MLM scheme though you can still make iskies. There has to be more offered by Null sec to make them to move.

What you propose will also cause different effects on empire dwelling. One, less iskies for them means less iskies for you. They don't have the moneh to buy your 4 billion implants or your perfectly priced pirate ships etc. Two, the economy is already inflated not just plexes, but everything in EVE is much more expensive than they were circa 2006-2011, nerfing income will make players who are dependent on PLEXes quit as they are unable to match the needed isk. Three, risk adverse players (believe me there are plenty) will most likely quit if the null sec agenda, calling unfairness.

Coming from ex-null sec dweller, I care not what your arguments are about risk/reward in null because it's rubbish. I do however care when null sec people are of the mind that people should indeed flock to get higher reward THROUGH nerfing income in empire. What I see in null sec dwelling is the same old same old, it gets boring and extremely time consuming (36 hrs CTA or get kicked out, FC screaming etc). The ball actually lies in the null sec alliance leaders and CCP on how to upgrade the dynamics of interaction between null and empire. It cannot survive on just pvp-ing alone and establishment of territory without interaction of the majority. The game mechanics should therefore allow this to happen. The question is HOW.
Vaerah Vahrokha
Vahrokh Consulting
#1457 - 2012-12-28 12:28:34 UTC
Frying Doom wrote:
So the problem is that the government is turning badly run companies into pseudo government organization and then naturally enough these companies are getting worse.


There's even more than that, and Malcanis was hinting at that.

I have worked in all sorts of companies, generally the larger the company the lower the efficiency. Private companies with 10k+ employees tend to compare with statal companies.
Even if the top management manages to stay outside of the politicians bloodsucking grasp, the workers join unions, the logistics become harder and expensive, the supply takes more time, dedicated IT infrastructure gets expensive and full of policies...
Bump Truck
Doomheim
#1458 - 2012-12-28 12:29:19 UTC
Gillia Winddancer wrote:
March rabbit wrote:
La Nariz wrote:
March rabbit wrote:

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3. Risk/reward ratio is completely out of whack and it is the risk side, not the reward side that is completely flawed so I cannot really agree with you fully here. Once again, instant information is the culprit. Any industrialist that is not under the protection of a major alliance would be quite stupid if he tried to go and mine in null today regardless of the reward that could be reaped there. Everyone sees and knows that there are players that are locked out of 0.0 unless they join some master yet everyone refuses to see HOW they are locked out.

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Sorry to just pick out one point rather than dealing with all of them but there were a few things here i wanted to comment on.

First it can't be true that "Risk/reward ratio is completely out of whack and it is the risk side, not the reward side that is completely flawed", they are paired.

Anything, however risky, can be made an attractive proposition, take the lottery, the odds of winning in the UK are 1 in 14 million, so unbelievably improbable, but a prize of 7 million pounds and an entry fee of a pound is enough to make people play the game.

This leads into your idea that "Any industrialist that is not under the protection of a major alliance would be quite stupid if he tried to go and mine in null today regardless of the reward that could be reaped there";

this is not true, if in a 20 mill retriever you could make 5 billion an hour then it's worth ninjering in, even if you only get a load out once every 20 trips it's still worth the risk.

I know this is an absurd example and I hope it get's my point across.


Secondly this idea that everyone is "locked out of 0.0 unless they join some master" is, I think, quite a pernicious form of slander against the null empires (which is fine, slander is one of the best things about the internet).

I see my null corp as my buddies, they help me much more than hindering me and ask for basically nothing. They give me free ships to fly in PVP, much better than I would fly for myself. They're kind and thoughtful, if I have a problem they leap to help me out.

We're in an alliance and I had a chat with the leader the other day, he seems like a nice bloke, I could ask directly for whatever I want and he's willing to help. he even offered personally to come out and help me develop some FC skills.

So I know this is only my experience, maybe the rest of null is full of people crying after getting shouted at and bullied, but then why would they play that game?

To me it's fun and social and meaningful. I wouldn't play if it wasn't. It's not like you're saying it is, and maybe try it out, there are a lot of good people out in Null.

IMO the people in Null are kinder and more loyal than those in HighSec because in Null you need friends, in HighSec you can scam everyone you see for life.

Malcanis
Vanishing Point.
The Initiative.
#1459 - 2012-12-28 12:37:47 UTC
Nessa Aldeen wrote:
Warning: Long post and no TLDR.

I had been in null sec for a long while, and I have witnessed massive amounts of iskies made in null sec. The position that null sec needs more buff is ridiculous...


It's not just about making ISK. It's about extending the range of viable activities so that there are other things to do than smoosh red pluses.

Oh and 0.0 ISK making is only somewhat better than hi-sec, and pales besides W-space. What do you consider "massive"?

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

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#1460 - 2012-12-28 12:44:10 UTC
Bump Truck wrote:

IMO the people in Null are kinder and more loyal than those in HighSec because in Null you need friends, in HighSec you can scam everyone you see for life.



The "All 0.0 alliance members are mindless slaves groaning under the yoke of their masters" meme is more to do with sour-grapes self-justifcation from people who never made it in 0.0*. You see, they regard being asked to contribute any effort towards the success of the group as an unjust obligation, because they're used to the hi-sec philosophy where you don't have to do a damb thing to get the candy. So they join an alliance where the exisiting members have put in the effort to get things working and make their space at least somewhat productive, and they assume that the benefits like anoms, moons, jump bridges, outposts, etc just happen - just like they do in hi-sec.

Then they're surprised and offended when the seasons turn and they're expected to put in some effort in their turn. What the hell? What's this? I'm not your servant! Go to hell, you tyrant. And so, like a sulky teenager, they storm off back tot he safety of hisec, never realising how little they've actually been asked to do for the benefits they're receiving. They simply have no conception of the team play mindset that's required to survive and thrive in 0.0.

(*And ex-IRC members for whom it was quite true.)

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

Grath Telkin, 11.10.2016