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Lowsec Brainstorming

Author
Nikk Narrel
Moonlit Bonsai
#21 - 2012-12-29 22:49:15 UTC
Ines Tegator wrote:
Kestrix wrote:
Introduce level 4 missions exclusively for low sec that use fewer rats geared more for a PvP fit rather than PvE. Increase the mission rewards to reflect the greater risk .

The problem with Hi sec level 4 missions is that they are a solo activity that encourages the player to invest in valuable ships that can complete them quickly and easily (two problems here, solo and high value, they don't mix with low sec). Low sec missions should encourage and reward teamwork and require /encourage PvP fit cheaper vessels.



I like this idea. Mission rewards already increase based on system sec- this kind of mission would probably need to be faster to run, since it'll probably use cruisers or t2 frigs and be more of a hit and run style, so the fast turnover would increase the payout as well.

It still won't pull any extra people into lowsec though, for reasons already explained. There's plenty of bait there already, but noone is taking it because the locals have poisoned it.

If you could take an activity, geared for PvE like the described mission, and rebalance it... that might be a start.

A major problem with PvE specialized ships so often desired in these missions, is that they are horribly equipped to handle PvP by comparison. Especially if they are already involved with a PvE conflict when engaged.

If a ship more geared towards PvP could be made desirable, at least the pilot being targeted would not be at such a severe disadvantage as before with ship and fittings.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#22 - 2012-12-29 23:11:22 UTC
I wonder what it would take to make PVE in general more friendly to PVP fittings? That could be part of the solution as well.
Maire Gheren
Imperial Shipment
Amarr Empire
#23 - 2012-12-29 23:36:48 UTC
Ines Tegator wrote:
..EVERYTHING you can do in high, you can already also do in low. And it even pays better, even in it's current sorry state.
Rats and exploration sites are already better in lowsec, but those are career options that don't get nearly as much attention as mindless mining and "the tutorial was missions, so I need more missions" mission running. The exploration tutorial doesn't sell exploration as a career very well, and ratting is practically unheard of by people in highsec because it's usually laughable in highsec.

If the missions in low are significantly different than the missions in high, i've never heard anything about it - that angle might be something that could be run with. Slip some extra yummies into missions from lowsec agents that are in lowsec, and see who bites. Have to agree that every PvE fitting I see looks like a fail as a PvP fit.

Ore mining is the LAST thing i'd ever think to do in lowsec. It's about the least suited to the place thing you can do, and I doubt it would even be worth it if there were ABC ores there. Trying to encourage lowsec mining seems like a downright wacky thing to push.
Maire Gheren
Imperial Shipment
Amarr Empire
#24 - 2012-12-29 23:39:20 UTC
Ines Tegator wrote:
I wonder what it would take to make PVE in general more friendly to PVP fittings? That could be part of the solution as well.

Mission rats that are mission objectives who warp out to escape and must be pointed? Or who call for help and must be ganked?
Nikk Narrel
Moonlit Bonsai
#25 - 2012-12-30 00:41:11 UTC
Maire Gheren wrote:
Ines Tegator wrote:
I wonder what it would take to make PVE in general more friendly to PVP fittings? That could be part of the solution as well.

Mission rats that are mission objectives who warp out to escape and must be pointed? Or who call for help and must be ganked?

I suggested a possible solution on this aspect.
https://forums.eveonline.com/default.aspx?g=posts&t=184371&find=unread

The basic idea was that an actual player, while completely blinded to who and where they were fighting to prevent exploiting, would control the NPC assets against a player in a mission.

The incentive would be that they get an ISK return on damage dealt.

Such damage would be refined so it could not be recognized more than once for reward.
(you only get paid for the first time you kill their shields. If they recover that damage the isk reward is also lost.)
This is intended to encourage finishing fights, rather than prolonging them in any attempt to milk ISK.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#26 - 2012-12-30 02:36:46 UTC
Some good ideas there, and valid points that I'll grant. I think making PVE more like PVP is a core game problem, and deserves it's own in-depth discussion. Sweetening the deal for lowsec is also always a good idea; the risk is very high, and it needs a strong draw.

Even so, the fact is that there are many draws already there. Missioning in .1 instead of .5 is a 40% increase in LP income. The Venture makes lowsec mining possible now, and I've seen people out there doing it for the first time. If anything, exploration is probably the biggest PVE activity I see there, so it's pretty solid on that ground. In spite of all the draws though, very few use lowsec. Lowsec's design is simply not attractive gameplay to 90% of eve players. If that's going to be changed, lowsec needs to be redesigned as a safer place to operate. There's no way around that; no amount of carrots will pull someone out there when their donkey is dead. Failing to acknowledge that means giving up on changing highsec dominance- pirates will continue to have no targets, and nullsec will continue to have a bare trickle of recruitment. Personally, I'd prefer to spice up the game and add more layers of gameplay.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#27 - 2012-12-30 21:19:17 UTC
daily bump
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#28 - 2013-01-04 01:54:15 UTC
front page with you

If you don't like the OP idea, why not? If you are a highseccer, what would get you interested in lowsec? Every other thread has devolved into a "nerf highsec/nullsec sucks" circle jerk. You want dev attention to your thoughts? Post thoughtful and/or constructive posts that address the topic. It worked to get us tiericide, it worked to get a bounty system revamp, so let's see some real ideas here.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#29 - 2013-01-17 21:22:05 UTC  |  Edited by: Ines Tegator
bumping. Also, consolidating some of my recent arguments for my ease of reference.
_


Nerfing highsec operates on the assumption that players will chase rewards, so if we put more rewards, they will go there to get them. This has been proven false repeatedly. Players will go to the area that enables their favorite activity. If that's pvp, it means lowsec, FW, etc. If it's playing the massive reward, massive risk game, it's wormholes. If it's casually building an industry empire (or casual anything, really), it's highsec. So on and so forth. If you want to get people out into low/nullsec/etc, then you have to enable them to do more things there.

By way of illustration, imagine EVE as a buffet with Hamburgers, Hot Dogs, Pancakes, and Souffles. In nullsec, all of these items are not only on the table, but are of the finest quality: pure angus 1/2 pound juicy burgers, fluffy home-made pancakes, and so on. Unfortunately, they are behind a sheet of bullet proof polycarbonate that can only be opened by the people already there. Lowsec has some decent food, but no Souffles. The polycarbonate screen blocking access to the food is still there, and every bit as sturdy. In highsec, you've got frozen burgers, toaster waffles instead of pancakes, and boiled off-brand hotdogs that barely taste like meat, but now the bulletproof screen is made out of plastic wrap.

Now, which is going to attract more people? The good food that's inaccessable behind an impenetrable barrier, or the crappy food that can actually be eaten? Here's a hint, one of them involves starving to death and one doesn't.
_


Here's what's really needed: a progression of Risk/Reward/Accessability from High>Null. As is plainly obvious now, no reward is enough to overcome the fact that gameplay is effectively blocked at lowsec border.
_


Oh, says you (whoever you is... this is a common argument), if you know what you are doing, you can do just fine in lowsec! This is true. But how did you learn that? Who taught you? How much frustration did you endure? I had the advantage of starting the game already knowing what corp I would join, and thus got that training starting on day one. That corp is the only reason I am still playing EVE.

The average customer who simply says "hmmm, spaceships? I think I'll give that a try..." is going to quit long before they reach that point.
_


Regardless of our respective opinions about the mechanics and how to address them, there is an irreconcilable difference between people like myself and people like the OP [Nerf Highsec]. The OP wants more targets to pvp with and more tears to collect; I want to increase the player retention and number of players of EVE as a whole. These are not mutually exclusive, but people like the OP have to accept that increasing EVE subscribers is a good thing and benefits everyone, themselves included, and make a couple sacrifices to accommodate it. The only sacrifice needed is to make lowsec safer, and move their current lowsec activities into NPC null, which is a pretty minor change. The gameplay you want will still be there, it's just going to move a few jumps. In it's place would be a whole new type of gameplay that noones ever seen before.
Sentinel zx
#30 - 2013-01-17 23:18:10 UTC
some thoughts maybe to increase activity in low sec by reverse incursion effect, pleas don“t bother with the name it has nothing to do with incursion it self, i came of this after locking at the Incursion effects


low sec security protection effects


. Reduction of Armor repair and shield boost (will effect all ships)

. Increasing Shield, Armor and Hull by 20% for normal ships and 100% Indus ( this will not effect capital ships )

. Increasing of all shield/armor resistances 2%-5% (this will not effect capital ships )

(and maybe Reduction of turret, missile, drone and smartbomb damage)

it make low save but not realy safe

it give the ability to try low by new Players and gain experience (they will still be killed but it will happened not so fast) before moving to 0.0

for indus it buys time until help arrives

of course NPC must balanced on this effect to make pve still enjoyable

FW systems will not gain this effect
Veshta Yoshida
PIE Inc.
Khimi Harar
#31 - 2013-01-17 23:32:14 UTC
May I suggest you read the relevant entries on Making Low-sec Matter as a lot of the things have already been examined over the years.

Failheap had a thread at one point on the topic as well I think, that might also be prudent to track down and peruse.

Believe it or not, the movement to improve low-sec (ie. make it matter) is older than FW. Problem for the LS crowd was that FW co-opted the 'space' so that everything LS related in the aftermath became about FW .. would be truly glorious if a common framework for LS could be hashed out and then having FW being just one 'thing' operating within said frame.
Nikk Narrel
Moonlit Bonsai
#32 - 2013-01-17 23:37:11 UTC
I recently had a bit of an epiphany on this topic. No promising it is a simple solution, but the idea itself is not too complicated.

Across various threads, this is what I have seen:
A point was made that many alleged PvP attempts are nothing more than efforts to gank based exclusively on the belief that the target was not capable of being a threat to, or defending itself from, the attacking vessel.
Granted, there are plenty of killmails that exist for this reason.

Another point was made that PvE activities, be it mining in an exhumer or mission running in a ship fit for hard core missions, leave the pilot flying a vessel incompetent towards PvP engagements.
(This is rather obvious, and while some might suggest using a compromised fit, it goes against being fun. This is a game first and foremost, so FUN is pretty darned important.)

The answer is simple.

Start with the core concept that PvP must be possible, and practical, for any pilot that is in a part of space intended for free for all combat. High security space doesn't need this as much, but the logic applies when war decs make otherwise unprovoked attacks possible.

This means it must be possible to PvE in an enjoyable manner, while still having a valid PvP fit that cannot simply be rolled over as overwhelmingly as it currently is in many cases.
And by possible, I mean no incentive exists to compromise PvP ability to squeeze out extra mining or NPC fighting ability.
Your ideal mining, ratting, and missioning boat is then a PvP powerhouse, and your response to a threat can be a joyful, "Bring it!" every time.
Fey Ivory
Center for Advanced Studies
Gallente Federation
#33 - 2013-01-18 01:58:08 UTC
Dont know if its been tried or mentioned...

But one idea would be to allow one jump clone very early to players, people be much more likely to risk things without their very expensive cyber implants... and probably easen up on the time hazzle jumping inbetween clones
Ganthrithor
School of Applied Knowledge
Caldari State
#34 - 2013-01-18 02:23:22 UTC
Terrible idea. Lowsec is already extremely safe compared to nullsec and is pretty easy to traverse. Your idea would just turn frequently-used lowsec systems into functional highsec.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#35 - 2013-01-18 04:57:06 UTC
Veshta Yoshida wrote:
May I suggest you read the relevant entries on Making Low-sec Matter as a lot of the things have already been examined over the years.


Thanks for the link- there's a couple good ideas there. The majority of them just highlight the problem I'm trying to point out: the carrot on a stick strategy will not work (or it's inverse, Nerf Highsec). It doesn't address the problem, which is that lowsec prevents people from playing the game how they want.


Nikk Narrel wrote:


Start with the core concept that PvP must be possible, and practical, for any pilot that is in a part of space intended for free for all combat. High security space doesn't need this as much, but the logic applies when war decs make otherwise unprovoked attacks possible.

This means it must be possible to PvE in an enjoyable manner, while still having a valid PvP fit that cannot simply be rolled over as overwhelmingly as it currently is in many cases.
And by possible, I mean no incentive exists to compromise PvP ability to squeeze out extra mining or NPC fighting ability.
Your ideal mining, ratting, and missioning boat is then a PvP powerhouse, and your response to a threat can be a joyful, "Bring it!" every time.


This could singlehandedly solve almost every problem in eve. Pulling it off would be a massive undertaking though... and I'm not sure it would actually be popular. As you noted, actual PVP (in the sense of a fair contest of skill or wits) in EVE is extremely rare. Most of the people that PVP like it that way. That's why harvesting tears is such a popular euphemism. As good an idea as it is, I don't think it'll ever happen. We should try to figure out how to close the gap however, so that a skilled pilot in a PVE ship has a decent chance vs a dopey pilot in a PVP ship.
Nikk Narrel
Moonlit Bonsai
#36 - 2013-01-18 14:34:18 UTC
Ines Tegator wrote:
Nikk Narrel wrote:


Start with the core concept that PvP must be possible, and practical, for any pilot that is in a part of space intended for free for all combat. High security space doesn't need this as much, but the logic applies when war decs make otherwise unprovoked attacks possible.

This means it must be possible to PvE in an enjoyable manner, while still having a valid PvP fit that cannot simply be rolled over as overwhelmingly as it currently is in many cases.
And by possible, I mean no incentive exists to compromise PvP ability to squeeze out extra mining or NPC fighting ability.
Your ideal mining, ratting, and missioning boat is then a PvP powerhouse, and your response to a threat can be a joyful, "Bring it!" every time.


This could singlehandedly solve almost every problem in eve. Pulling it off would be a massive undertaking though... and I'm not sure it would actually be popular. As you noted, actual PVP (in the sense of a fair contest of skill or wits) in EVE is extremely rare. Most of the people that PVP like it that way. That's why harvesting tears is such a popular euphemism. As good an idea as it is, I don't think it'll ever happen. We should try to figure out how to close the gap however, so that a skilled pilot in a PVE ship has a decent chance vs a dopey pilot in a PVP ship.

The players that would object to having targets capable of fighting back are worse than the pilots avoiding fights completely, and for the exact same reason. They are risk averse.

At least the bears avoiding fights don't attempt one sided ganks, and then complain at an absence of targets.

As to my idea, yes, parts of it would require major changes. But you must ask yourself, would it be worth it?

For players to enjoy the PvP aspect of the game as much as the PvE, (instead of running from it in many cases), I would say yes.
Mag's
Azn Empire
#37 - 2013-01-18 15:02:17 UTC  |  Edited by: Mag's
I wouldn't object to players fighting back. After all, that's when the fun really starts and blood gets pumping.

A friend of mine used to use the Hulk as a bait ship and had some success killing unsuspecting pilots that attacked him. The thing is this was possible, before the barge changes. Not sure what kind of fit you'd get now. So I know this was already available, but he was the only one I knew that took advantage of it.

Knowing that, I honestly don't think the none combat pilots would adapt to use it. As good as it sounds on paper, so to speak.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#38 - 2013-01-18 15:14:52 UTC
1. Nerf high sec to ****
2. Add a tutorial that explains the basics of surviving in low/0.0
3. Make all PVE harder so bears get used to loosing their ****.

BYDI recruitment closed-ish

Nikk Narrel
Moonlit Bonsai
#39 - 2013-01-18 15:22:34 UTC
Mag's wrote:
I wouldn't object to players fighting back. After all, that's when the fun really starts and blood gets pumping.

Confirming this! It is a rush like a rollercoaster when I get on grid with a hostile.

All your planning bears results in that first few moments, when a fight's outcome could be determined.

Did they fit a defense I can overcome? Did I fit my ship to handle what they are throwing at me?

Mag's wrote:
A friend of mine used to use the Hulk as a bait ship and had some success killing unsuspecting pilots that attacked him. The thing is this was possible, before the barge changes. Not sure what kind of fit you'd get now. So I know this was already available, but he was the only one I knew that took advantage of it.

Knowing that, I honestly don't think the none combat pilots would adapt to use it. As good as it sounds on paper, so to speak.

Points for setting traps like that. Very satisfying when they walk into it.
Apostrof Ahashion
Doomheim
#40 - 2013-01-18 15:26:05 UTC
Dont forget that there are already ppl in low sec, and they like it there. Changing low in this way would ruin it for them.
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