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Nerf High-sec because internet spaceships is not meant to be hello-kitty online

Author
Nikk Narrel
Moonlit Bonsai
#61 - 2013-01-16 17:01:55 UTC
I am hearing a lot of calls for change, but not anything that would be balanced.

I am hearing calls for make my playstyle more fun, at someone else's expense.

It doesn't work that way. You must also give something back, so it can be in balance.

High sec is supposed to be as safe as it is. Heck, at no point should null or low sec ever BE safer, despite the fact that situations arise to occasionally prove otherwise.
Go ahead, try to gank someone in low or null. You may not lose your ship to concord, but good luck even seeing their's!
They know the moment you are in system, and have gotten safe by the time you finished loading grid at the gate.

At least high sec pilots know and accept they cannot avoid hostiles unless they have seen them before, and can set standings to warn themselves next time. That first suicide gank attempt embodies the surprise and stealth a cloaked pilot could only dream of. After that, they are watching for you.

Rewards in low and null reflect this. Heck, SOV null often makes high sec look like a bad neighborhood by comparison. That the rewards are at all better in null is a testament to CCP acknowledging the effort made to create this safety.

If you want change, it has to flow from the very base reasons we have things the way they are.
The player base will simply work around your idea otherwise.
Mike Voidstar
Voidstar Free Flight Foundation
#62 - 2013-01-16 17:14:22 UTC
I didn't ask for changes, the OP wants hisec profits nerfed to force bears into his Target box.

I simply pointed out that it was the pirate playstyle that kills lowsec. If I don't want to pirate, my losec options are die or hide. It may be more profitable on a per mission basis, but my ability to realize that profit is at the mercy and whim of pirates. I have to go to stupid, annoying and time intensive effort to counter a mouth breather logging on and launching a few probes....or I can just avoid losec and the boring, non-fun 'gameplay' that losec has to offer. If losec gets more profitable, or hisec nerfed, to the point that bears are forced to play in a pirates Target box, they will simply go play another game where every element isn't stacked against them for a fellow players amusement.

I'm sure its great fun for the pirates, but its not for the bear, so the pirates whine about not having targets.

There will always be outliers. Some hardy lowbears enjoy the hide and watch playstyle. They consider it a victory to get away with their ship while not accomplishing the goal they undocked for. Maybe they enjoy the QQ from the pirate upset that they docked up and talk trash. It's all stupid to me, and apparently the vast majority of bears.

They day I can go to losec and play with a little more risk for the little more reward, I will do so. So long as the risk skyrocketed and my only management tool for it is to accept zero rewards at a pirates whim, I will stay away.

I'm not calling for any changes. I am fine with things as they are. I am simply pointing out what will have to change to accomplish the goal the OP has stated, which the proposed solution does not.
Caitlyn Tufy
Perkone
Caldari State
#63 - 2013-01-16 17:25:16 UTC
cytheras wrath wrote:
Hello, as a Highsec carebear, i say that highsec is way way too safe.


Ok, I'll bite.

There were 331 ship kills in Jita, 173 in Amarr, 17 in Hageken, 15 in Tsuguwa, 38 in Aufay, 26 in Chiga, 7 in Isinokka and so on. Of course, those systems (especially the first two) also see a lot more players passing through than your average low / null sec system, however high sec still generates just as much pvp. The only difference is that the attacker has to consider a price to do so, whether it be a war declaration or the cost of a gank and its potential failure.

Btw., if you think your Skiff is safe, you're gravely mistaken. It's only a question of whether the ganker wants to spend money to kill you. So it'll take four Tornados? Big deal, if they want to get you on the killmail, they'll do so. Or ten if needed. Sometimes, the pure joy of pissing someone off is worth the money invested :)
Nikk Narrel
Moonlit Bonsai
#64 - 2013-01-16 17:31:03 UTC
Mike Voidstar wrote:
I didn't ask for changes, the OP wants hisec profits nerfed to force bears into his Target box.

I simply pointed out that it was the pirate playstyle that kills lowsec. If I don't want to pirate, my losec options are die or hide. It may be more profitable on a per mission basis, but my ability to realize that profit is at the mercy and whim of pirates. I have to go to stupid, annoying and time intensive effort to counter a mouth breather logging on and launching a few probes....or I can just avoid losec and the boring, non-fun 'gameplay' that losec has to offer. If losec gets more profitable, or hisec nerfed, to the point that bears are forced to play in a pirates Target box, they will simply go play another game where every element isn't stacked against them for a fellow players amusement.

I'm sure its great fun for the pirates, but its not for the bear, so the pirates whine about not having targets.

There will always be outliers. Some hardy lowbears enjoy the hide and watch playstyle. They consider it a victory to get away with their ship while not accomplishing the goal they undocked for. Maybe they enjoy the QQ from the pirate upset that they docked up and talk trash. It's all stupid to me, and apparently the vast majority of bears.

They day I can go to losec and play with a little more risk for the little more reward, I will do so. So long as the risk skyrocketed and my only management tool for it is to accept zero rewards at a pirates whim, I will stay away.

I'm not calling for any changes. I am fine with things as they are. I am simply pointing out what will have to change to accomplish the goal the OP has stated, which the proposed solution does not.

THIS

In a balanced environment, hunters are not able to kill off their targets by over hunting them. The intel bar has been lowered on both sides, permitting a bizarre result to occur.

It is too easy to locate and attack many PvE pilots. With the exception of those who can abandon their immediate tasks, such as ratting or miners, mission running PvE pilots who get under cover do so at the expense of first their mission bonus, then their mission success, followed by their faction standing. Good luck standing and fighting, if you have a ship fit for serious mission running. Compromise or die, alternatively pay others for defense in a manner that makes the mission reward trivial.
(This is a no-win equation for the mission runner, as they can easily confirm)

What we have left is a bunch who exclusively watch local, and the moment a hostile appears they vanish into shelter.

The PvP hunter, looking for 'prey', can choose then between pilots who won't come into their space, or pilots who can avoid them without fail.
Then they come here, asking for highsec to be nerfed... you know, shaking the tree where their prey is hiding.
sabre906
The Scope
Gallente Federation
#65 - 2013-01-16 17:39:59 UTC
1337 pvpers seeking riskelss pvp by going after ships that don't have points are... like locusts. Lowsec is now barren due to the consequences of their actions, time to move onBig smile.
Nikk Narrel
Moonlit Bonsai
#66 - 2013-01-16 17:45:04 UTC
sabre906 wrote:
1337 pvpers seeking riskelss pvp by going after ships that don't have points are... like locusts. Lowsec is now barren due to the consequences of their actions, time to move onBig smile.

Ever see zombie movies?

You get a bunch of people trying to survive, and for some reason they always end up in either a suburban home or a shopping mall... go figure.

High Sec is like that home / shopping mall.
The hunter zombies have cleared away all the targets they could find outside, now they are moaning for killmails and banging on the gates to be let in....

.... kiLl-mAiLz.... moar kiLl-mAiLz.... rarr....

Twisted
Crimeo Khamsi
Viziam
Amarr Empire
#67 - 2013-01-16 21:10:41 UTC  |  Edited by: Crimeo Khamsi
Mike Voidstar wrote:
Quote:
Yeah dude, that's why this thread is about nerfing high sec (or altnernatively, buffing low sec). So that even WITH the pirates, your isk/hour will no longer be worse than it is in high sec.

That's sort of the whole point. All you did is describe the problem that is being addressed here.


It's been tried before. Rewards in Low Sec have been buffed more than once over the years in an effort to do exactly what you wish. It still hasn't worked.

There is literally no amount of ISK I can make in an area such as lowsec to put up with that hassle in what is my leisure time. I'm fine with PvP, I'm not fine with being the helpless target of epeen stroking mouth breathing baby eaters.

It is not fun to play helpless mouse to a pack of hungry cats for 99.9% of carebears.



The proposal is not to eliminate high sec. The proposal is to make it much more profitable to operate in low sec (even taking int account the need to run from pvpers, etc.).

If that isn't fun for you, then you would not be obligated to do it. You could continue operating in high sec where you don't have to worry about such things. However, you would make much less money than those who WOULD be willing to do it.

That should be what your choice is: Wealth or convenience?


Quote:
I am hearing a lot of calls for change, but not anything that would be balanced.

I am hearing calls for make my playstyle more fun, at someone else's expense.

It doesn't work that way. You must also give something back, so it can be in balance.


No. You're only obligated to "give something back" if the game is currently balanced.

But the game is not currently balanced. It is greatly imbalanced, with the greatest rewards being available in the location with the lowest risk. Therefore the only change that has to be made is in the direction of balancing it, with nothing on the other side.

Imagine a see-saw with a big fat kid on one side, and a skinny runt on the other. The way to balance that see-saw would be to add kids to the skinny side. NOTHING would need to be added to the side with the fat kid, in order to balance the see-saw, because it started out imbalanced.



You seem to be definining "balanced" as "equal to whatever the game is right now." That is not what it means. It means "All various playstyles ideally are about equally profitable for an equally skilled player." Which is not true right now.
Nikk Narrel
Moonlit Bonsai
#68 - 2013-01-16 21:53:13 UTC
Crimeo Khamsi wrote:
Quote:
I am hearing a lot of calls for change, but not anything that would be balanced.

I am hearing calls for make my playstyle more fun, at someone else's expense.

It doesn't work that way. You must also give something back, so it can be in balance.


No. You're only obligated to "give something back" if the game is currently balanced.

But the game is not currently balanced. It is greatly imbalanced, with the greatest rewards being available in the location with the lowest risk. Therefore the only change that has to be made is in the direction of balancing it, with nothing on the other side.

Imagine a see-saw with a big fat kid on one side, and a skinny runt on the other. The way to balance that see-saw would be to add kids to the skinny side. NOTHING would need to be added to the side with the fat kid, in order to balance the see-saw, because it started out imbalanced.



You seem to be definining "balanced" as "equal to whatever the game is right now." That is not what it means. It means "All various playstyles ideally are about equally profitable for an equally skilled player." Which is not true right now.

And you seem to be defining "balanced" as "not broken".
Balance has nothing to do with how well any game mechanic works. Balance simply means that things are equal on both sides. Your see-saw could have a big fat kid on one side, and 6 zombies on the other. So long as the weight is equal, you have balance.
Ask the fat kid how happy he is if you like.

You must understand, the player base is the ultimate form of balance testing.
If a player gets a decent reward for effort in one place, but higher in another for the same effort, they go to wherever their effort has the greatest return.

Mining in low and null works just fine. Sure, the rewards might be higher, but the risk simply doesn't justify it.
Any hostile that enters a system, and we are automatically alerted in plenty of time to get safe.
The fact that you can AFK mine in high sec easier is why the quality of minerals and ICE is a little lower.
The fact that you can avoid hostiles completely in null and low just by paying attention is why the rewards are not higher.

Don't even think of suggesting that some SOV parts of null are not safer than high sec. Most of us are pretty clear this is not true.

So, you want to drag people out of high sec... to do what? Emulate what we do in low or null? Ok, they won't AFK mine as much, but they can still avoid PvP easily.

And this solves what, exactly?
Crimeo Khamsi
Viziam
Amarr Empire
#69 - 2013-01-16 22:06:20 UTC
Quote:

Mining in low and null works just fine. Sure, the rewards might be higher, but the risk simply doesn't justify it.
Any hostile that enters a system, and we are automatically alerted in plenty of time to get safe.
The fact that you can AFK mine in high sec easier is why the quality of minerals and ICE is a little lower.
The fact that you can avoid hostiles completely in null and low just by paying attention is why the rewards are not higher.


It is possible to increase the rewards of low and null sec mining while simultaneously punishing people for using "run away at the first sign of trouble" strategies. There are many ways to do this. Off the top of my head:

1) Nerf or remove local chat, and then up the value of minerals in low and null dramatically. This would discourage people from using the run away strategy, and instead encourage large scale fleets with multiple miners, orcas, armed escorts, etc.

2) Alternatively, you could make it so that belt rats scale their difficulty based on the amount of mining activity recently. When a lot of ore per second is being mined, the rats become exponentially meaner (only in low/null, not in high sec), which makes it virtually impossible to use a "run away at the first sign of trouble" strategy, because trouble will always instantly and automatically find you whenever you are mining a lot. You would be forced to use things like escorts, etc. Then, up the value of low and null minerals a lot to make such escorts and teamwork worthwhile and more profitable than high sec.

3) Alternatively, you could discourage AFK mining in general, and not change anything else. For instance, by making asteroid belts move (as if in orbit) faster than most mining ships could follow them, requiring you to actively get new targets, or having little "minigame" types of semi-intelligent things you have to do to "fine-tune your lasers" etc. for max yield. This would make AFK mining no logner profitable, and thus eliminate the major attraction of high-sec. If you have to be at your keyboard ANYWAY, then you might as well go mine in low sec, where you get more money

Think outside the box a little
Mike Voidstar
Voidstar Free Flight Foundation
#70 - 2013-01-16 22:12:21 UTC
I'd like to point out:


Quote:
Nerf High-sec because internet spaceships is not meant to be hello-kitty online



This thread is about nerfing Hi Sec, so that bears are forced into the target box of low sec dwellers.

Low Sec is already more profitable, by a decent margin, than Hi Sec if you ignore the fact that you cannot get anything done due to pirates. The proposed solution has been tried a couple of times over the years and does not work. There is no way to fix this-- if hi sec vs. low sec was 'fixed' as proposed, low sec would be worth a few hundred million per mission rat killed in bounty. If a missioner has to wait potentially 'a couple of hours' before completing a mission, then the few rats he kills has to make up the rest of that isk for the hours he was ship spinning waiting for pirates to get bored. Or, if it was fixed as the OP suggests, you could mission all weekend in Hi Sec and make about half a million.


The problem has nothing to do with the profit of the environment. It has to do with the actions of the toxic elements that call it home. Pirates' own actions have created an environment where it's simply not worth the hassle to graze the greener grass, so they want to kill off the grass on the other side of the fence.

You know that thing where EVE is supposed to be a game where actions have consequences? Yeah, this is part of it. Piracy kills commerce and industry. Totally shocking outcome there. Having destroyed the very thing that is supposed to attract thier targets to the area, they now want that same thing destroyed in High Sec. They like to talk alot about how carebears should just accept that ships will explode, but don't want to put themselves in that same position by only attacking those who can't fight back in an environment where they can do so without penalty.
Crimeo Khamsi
Viziam
Amarr Empire
#71 - 2013-01-16 22:17:31 UTC
Quote:
The problem has nothing to do with the profit of the environment. It has to do with the actions of the toxic elements that call it home. Pirates' own actions have created an environment where it's simply not worth the hassle to graze the greener grass, so they want to kill off the grass on the other side of the fence.


Not necessarily. The grass could also just be made greener in low-sec.
OR some combination of the two.
OR some game mechanic that changes the way pirates interact with their victims


There are a bunch of ways to do it. The relationship between high and low matter more than the absolute numbers involved in any one place.
Nikk Narrel
Moonlit Bonsai
#72 - 2013-01-16 22:21:35 UTC
Crimeo Khamsi wrote:
Quote:

Mining in low and null works just fine. Sure, the rewards might be higher, but the risk simply doesn't justify it.
Any hostile that enters a system, and we are automatically alerted in plenty of time to get safe.
The fact that you can AFK mine in high sec easier is why the quality of minerals and ICE is a little lower.
The fact that you can avoid hostiles completely in null and low just by paying attention is why the rewards are not higher.


It is possible to increase the rewards of low and null sec mining while simultaneously punishing people for using "run away at the first sign of trouble" strategies. There are many ways to do this. Off the top of my head:

1) Nerf or remove local chat, and then up the value of minerals in low and null dramatically. This would discourage people from using the run away strategy, and instead encourage large scale fleets with multiple miners, orcas, armed escorts, etc.

2) Alternatively, you could make it so that belt rats scale their difficulty based on the amount of mining activity recently. When a lot of ore per second is being mined, the rats become exponentially meaner (only in low/null, not in high sec), which makes it virtually impossible to use a "run away at the first sign of trouble" strategy, because trouble will always instantly and automatically find you whenever you are mining a lot. You would be forced to use things like escorts, etc. Then, up the value of low and null minerals a lot to make such escorts and teamwork worthwhile and more profitable than high sec.

3) Alternatively, you could discourage AFK mining in general, and not change anything else. For instance, by making asteroid belts move (as if in orbit) faster than most mining ships could follow them, requiring you to actively get new targets, or having little "minigame" types of semi-intelligent things you have to do to "fine-tune your lasers" etc. for max yield. This would make AFK mining no logner profitable, and thus eliminate the major attraction of high-sec. If you have to be at your keyboard ANYWAY, then you might as well go mine in low sec, where you get more money

Think outside the box a little

https://forums.eveonline.com/default.aspx?g=posts&m=1026842#post1026842
https://forums.eveonline.com/default.aspx?g=posts&t=77736
https://forums.eveonline.com/default.aspx?g=posts&t=150723&find=unread

I need a road map to find out where I left that box, sometimes...
Mike Voidstar
Voidstar Free Flight Foundation
#73 - 2013-01-16 22:32:28 UTC
Crimeo Khamsi wrote:

Not necessarily. The grass could also just be made greener in low-sec.
OR some combination of the two.
OR some game mechanic that changes the way pirates interact with their victims


There are a bunch of ways to do it. The relationship between high and low matter more than the absolute numbers involved in any one place.



Whatever way is found, assuming one is, will be independant of the profits to be made.

The risk of Hi Sec is manageable by flying smart and keeping your cool when the pirates come baiting you, and you can raise the pirates barrier of entry by putting more buffer on your ship and ensuring they have to bring more to kill you before CONCORD gets them if they want to just gank. In either case, you have an active way to control the level of risk you take by your own action, with only a few missions affording pirates the ability to deny you your mission completion with no way for you to prevent it.

The risk of Low Sec is not manageable at all, except for docking up and waiting them out, or bringing 2-5 pvp combat escorts with me, making the profit of the trip a wash. There is no barrier to their entry to the feild. They can use tools like Dscan and Probes in an intellegent way, I"m forced to stare at DScan every few seconds to remain 'vigilant' at all times, or just dock if someone I don't personally know enters the system.

There is no way to balance the rewards without either making Hi Sec worth pennies a day, or Low Sec Worth millions a second because the Risk is that far askew. Find a way to change the risk factor, and something might be possible.
Crimeo Khamsi
Viziam
Amarr Empire
#74 - 2013-01-16 22:38:00 UTC  |  Edited by: Crimeo Khamsi


Eh, your first and third threads seem to be aimed at stopping PVPers from harrassing miners at all. That seems like a major step backward for the game. This is an MMO. The last thing you want to do is reduce player interaction, especially in an area that is mainly defined by its heightened risk of pvp...

Ideally, what we should want to happen in low and null sec is:
1) More PVP
2) Enough of a higher profit in low and null sec to make that extra PVP worth risking, either by:
2A) Simply making the rewards so high compared to high sec that its still worth it even if you have to run away a lot or lose a ship now and then.
2B) Somehow giving miners a better chance of actually WINNING any pvp encounters (e.g. by encouraging armed escorts and such and making them worth bringing along.) This would require some fundamental mechanics change that changes intel availability on both sides, etc., not just tweaking mineral amounts.


Quote:
There is no way to balance the rewards without either making Hi Sec worth pennies a day, or Low Sec Worth millions a second because the Risk is that far askew. Find a way to change the risk factor, and something might be possible.

If that's what it takes, then so what? I don't see anything fundamentally wrong with a MASSIVE difference in mineral values between high sec and low sec.

Even if one pays out pennies and the other pays out millions, AFTER you factor in the pirate risk and losing ships and spending time not mining, the actual money in your pocket at the end of the day would NOT be that much extremely different. Only moderately higher for taking the risk of going the low sec route.

For example:

High sec = 2,000,000 isk/hour, but you almost always get all of it and can spend the full time mining
Low sec = 100,000,000 isk/hour, but you lose half the ships you send out, and have to run away so much that you only spend 10% of your time actually mining. Your real profit = 5,000,000 per hour, then...

It LOOKS like low sec is 50x better, but in fact it is only 2.5x better, after taking all the risk into account.
Nikk Narrel
Moonlit Bonsai
#75 - 2013-01-16 22:46:26 UTC
Crimeo Khamsi wrote:


Eh, your first and third threads seem to be aimed at stopping PVPers from harrassing miners at all. That seems like a major step backward for the game. This is an MMO. The last thing you want to do is reduce player interaction, especially in an area that is mainly defined by its heightened risk of pvp...

Ideally, what we should want to happen in low and null sec is:
1) More PVP
2) Enough of a higher profit in low and null sec to make that extra PVP worth risking, either by:
2A) Simply making the rewards so high compared to high sec that its still worth it even if you have to run away a lot or lose a ship now and then.
2B) Somehow giving miners a better chance of actually WINNING any pvp encounters (e.g. by encouraging armed escorts and such and making them worth bringing along.) This would require some fundamental mechanics change that changes intel availability on both sides, etc., not just tweaking mineral amounts.

Miners who aren't already using chat's pilot roster to avoid PvP, are often not in a place where it is a risk.

I want mining to be interactive, challenging, and for miners to NOT need to run like their lives depend on it.
(Exhumer's greatest boast is that the Skiff takes longer to kill. At what point this becomes a threat to PvP pilots, I can't say)

Giving miners a way to PvP while mining is an ideal, but mining barges are not combat worthy beyond token examples which are not functional as mining vessels. Yes, they can carry a flight of drones that could handle weaker rats, but not a PvP pilot seriously prepared.

Obviously there is no balance between PvP and mining ships. That would be like saying there is a balance between wolves and sheep.
Mining ships survive by either running, or possibly by having PvP pilots somehow defend them.
(This assumes readily available defenders, as well as attackers who don't go in for the exhumer kill mail while tanking said defender)

How do we resolve this?
Mag's
Azn Empire
#76 - 2013-01-16 23:07:03 UTC
Personally I'm averse to nerfing something, to make another thing more enticing. If anything, something that needs improvement should be buffed.

I do agree that low sec needs a niche unavailable in null or high and maybe drugs could be just that. Low could be the only sec area you could buy them, or manufacture them. Who knows. But nerfing high, is not the way.

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

Nikk Narrel
Moonlit Bonsai
#77 - 2013-01-16 23:34:59 UTC
Mag's wrote:
Personally I'm averse to nerfing something, to make another thing more enticing. If anything, something that needs improvement should be buffed.

I do agree that low sec needs a niche unavailable in null or high and maybe drugs could be just that. Low could be the only sec area you could buy them, or manufacture them. Who knows. But nerfing high, is not the way.

Honestly I find threads suggesting nerfing high sec to be short sighted.

They seem to assume that something present in high sec is convincing players to stick to high sec.

In a way, they are correct. But the solution is to bring it, or a comparable variation on it to the other areas, not remove it!

If you like low stress play, where your PvP is limited to being alert while hauling and chatting with your buddies, you are not going to be too happy if the medium that permitted this is nerfed to be unplayable to you.

You might even take a break from playing, till they got their heads back on straight at CCP.
Let's hope they don't do anything like that!
Crimeo Khamsi
Viziam
Amarr Empire
#78 - 2013-01-16 23:53:54 UTC
It makes very little difference whether you buff low or nerf high.

Your purchasing power in the game, etc. will always be based on average income amongst everybody, not on the absolute amount of money you are making. Thus, regardless of which side of the same coin you use, the effects will be the same on everybody.

If you nerf high-sec, then high sec players will lose purchasing power and low sec players will gain purchasing power.
If you buff low-sec, then high sec players will lose purchasing power and low sec players will gain purchasing power.
...


The only reason to choose one versus the other is if one is an easier coding change to make without having unintended side effects.
Mike Voidstar
Voidstar Free Flight Foundation
#79 - 2013-01-17 02:39:35 UTC
Crimeo Khamsi wrote:

If that's what it takes, then so what? I don't see anything fundamentally wrong with a MASSIVE difference in mineral values between high sec and low sec.

Even if one pays out pennies and the other pays out millions, AFTER you factor in the pirate risk and losing ships and spending time not mining, the actual money in your pocket at the end of the day would NOT be that much extremely different. Only moderately higher for taking the risk of going the low sec route.

For example:

High sec = 2,000,000 isk/hour, but you almost always get all of it and can spend the full time mining
Low sec = 100,000,000 isk/hour, but you lose half the ships you send out, and have to run away so much that you only spend 10% of your time actually mining. Your real profit = 5,000,000 per hour, then...

It LOOKS like low sec is 50x better, but in fact it is only 2.5x better, after taking all the risk into account.



You have a couple of fundamental flaws in your thinking.

First, of all the bearish things to do, mining is the least affected by piracy. Pirates come in, you dock up. Profit lost, but you begin again as soon as they are gone at no further penalty. Missioning is a whole different deal---you are under fire, with things to watch other than Dscan. Pirates come in, you dock up. Sometimes you lose mission objectives, standings, and ultimately your ability to do missoins for that agent. Not common, but it can happen. Other activities have similar problems, but with mining the minerals will always be there, waiting.

Second, that it would be OK to only be able to get pennies a day from Hi Sec. New players would never be able to afford new ships or modules. Regardless of buff low or reduce high, the market would stabilize at this new reality. Given enough insanity, faction ships would become cheaper unless the LP store prices changed.

The issue is the sudden massive spike in risk due to the toxic playstyle of the pirates. If EVE has a flaw, it is that the enjoyment of one group comes at the expense of another. This is supposed to encourage conflict, but game design does not support the prey being able to fight back effectively while also accomplishing PvE goals.

Piracy as practiced in Lo Sec is cheaper, easier, faster, and less risky than trying to mission in Lo Sec. The balance in almost any engagement is far askew in the pirates favor---partially because of the inherant benefits of having the initiative, partially because of the difference in fits between PVE and PVP ships. This is the aspect that needs to change to get targets under your guns. Pirates need to accept that riskless ganking is unhealthy for the game and start looking for compromise and suggestions on how to empower bears to fight back while still allowing them to be bears. You want a bear to stay under your guns so you can kill him? Give him a chance to win
Crimeo Khamsi
Viziam
Amarr Empire
#80 - 2013-01-17 03:18:20 UTC
Mike Voidstar wrote:
First, of all the bearish things to do, mining is the least affected by piracy.


I didn't bring up mining. I am running with it as an example because thats what others were already using as an example. Missions and all that jazz would need to be altered in similar ways as mentioned for mining.


Quote:
Second, that it would be OK to only be able to get pennies a day from Hi Sec. New players would never be able to afford new ships or modules.

The actual current exchange rate for a single penny = approximately 400,000 isk, which is enough to buy most frigate hulls, sometimes even with fittings. TWO pennies will get you a decent indy ship and some starting cargo.

Also, if incomes went down in high sec where most players are, isk would become more valuable, and the prices of everything would drop. Not as much as the drop in income, but enough to defray it quite a bit, probably. If for instance you drop high sec income by 40%, prices might drop 20% or whatever. Yet you still get the full 40% effect pushing people to low sec.

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Regardless of buff low or reduce high, the market would stabilize at this new reality. Given enough insanity, faction ships would become cheaper unless the LP store prices changed.

So? If CCP cared about faction ships having a constant price, they wouldn't have given them a portion of their price in LPs in the first place.

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The issue is the sudden massive spike in risk due to the toxic playstyle of the pirates. If EVE has a flaw, it is that the enjoyment of one group comes at the expense of another. This is supposed to encourage conflict, but game design does not support the prey being able to fight back effectively while also accomplishing PvE goals.

Prey can fight back just fine. Bring a friend or three with you in a PVP fit to defend you while you mission. Ta da! You can now fight back.

Too expensive? Yes, it is now. But it wouldn't be, if the rewards in low-sec were dramatically raised (OR if the rewards in high sec were nerfed such that isk was worth more and mercs hired for less money), which is the point of this thread.

Don't have friends? Stay in High Sec and make less money until you make some.