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

Author
Daichi Yamato
Jabbersnarks and Wonderglass
#81 - 2013-01-17 03:30:07 UTC
are some ppl under the assumption that hi-sec provides the highest rewards of all space with the least risk? Ninjas, gankers and ore thieves are a bigger problem in hi-sec than their equivalants in null sec. at least u have buddies to call on in null. everybodies a small fish in hi-sec and/or hasnt banked on getting attacked in hi (fools them tbh). its widely accepted that null is safer than low, but has much higher rewards. if u wanna nerf somewhere, start with Null.

Mike Voidstar wrote:
You want a bear to stay under your guns so you can kill him? Give him a chance to win


this seems counter intuitive...or at least some kind of reverse logic paradox that cannot possibly exist.

if it is a bear that is PvE fit that becomes the target, the only way he can defend himself is if his PvE fit is some how equally PvP competitive. If his PvE fit is competitive (and can do PvE and PvP equally), then all such PvE fits will become the standard PvP fits and vice versa. there will be no PvP fits because ppl can PvP just as well in their PvE fits and therefore there will be no bears.

or alternatively the PvE player rats while a frendly gang sits on standby. once attacked, the PvE player calls his back up and is fit to tank the incoming dps. if this is the case, what happens if the initial PvE player never gets attacked. does the friendly gang just sit around and play cards all day? probably not.

that doesnt quite seem right, but bears that fight back are no longer bears...they are bait, right? and there can be little expectation to make PvE fits competitive with PvP fits, unless u can somehow start PvE'ing in PvP fits.

if ive gone off in a stupid tangent, my excuse is; i've had a few

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#82 - 2013-01-17 03:37:57 UTC  |  Edited by: Ines Tegator
Another nerf highsec thread.

Question: If people stay in highsec because the rewards are so awesome, why aren't they in lowsec where the rewards are quite a lot greater?

Oh thats right, cause you kill them at the gate and make sure they can't do whatever they were trying.

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. THATs your highsec problem. If you want to solve it, you have to figure out how to make other space more accessible. Or as I like to put it: A carrot on a stick will lead a donkey on forever, but not if the donkey is dead. Make the carrot as big as you like, that donkey's not going anywhere.
Minmatar Citizen160812
The LGBT Last Supper
#83 - 2013-01-17 03:46:37 UTC
Take it from a heartless ganker...concord in it's current form is just fine. Barges have too much baked in EHP that may make it seem like concord is doing too good a job? I know for a fact you can gank profitable targets in high sec easliy even if concord was made into a deathray as long as it reacts after the shots are fired.


Nerfing the regular cop's ewar (neuts, ecm, damps) would be nice and interesting though. Considering these days -10 isn't much more than a permanant suspect flag even removing the regular cops altogether could be considered without many implications outside of more pew pew in high sec. Just removing the customs cops and unrestricitng the booster legality nonsense could have a positve implact on low/null sec while doing next to nothing to hurt high sec....and very possibly envigorating a lackluster market for drugs and gas.

Nerfing high sec income to benefit low sec is a naive veiwpoint. Unique incentives in low sec and npc null is what's needed in my opinion to have 3 different "open pvp" areas of the game where you can make considerably more isk in easier ways than farming high sec content under the safety of concord.
Mike Voidstar
Voidstar Free Flight Foundation
#84 - 2013-01-17 03:48:52 UTC
Quote:
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.


OMG, you are...special. Pretend I meant .01 ISK a day. There isnt a name for fractions of ISK, so I used pennies. So very dang sorry to have confused you.

Quote:
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.


The point isn't that the prices would not remain stable, the point is the market would crash so hard that LP Faction ships would eventually become cheaper than t1 frigates. If you don't understand why, or why this would be bad for people in general and new people especially, I can't help you.

Quote:
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.


So you are going to stick with me being a defenseless mouse to someone else's cat being good game design? Even better, the answer to being able to fight is to get someone else to do it for me? Do you not understand that one of the primary problems I am pointing out is that pirates will only engage defenseless ships? That my choices are wasting my time hiding and/or dieing, or wasting the time of the PvP escorts I bring with me? Would you enjoy the game if you just sat in station and were awarded isk for spinning your ship? PvP pilots want to fight, I want to carebear... If we join forces in LoSec only one of us gets to do what we want.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#85 - 2013-01-17 04:02:41 UTC
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. I spend a lot of time hanging out in the help channel... I wince every time I see someone ask "What's a good pvp ship? I want to go try it out." I know that they will head to lowsec, burn instantly, and not have a clue what happened. That's not a learning experience, that's an aggravating experience, and it drives new recruits away forever.

That's where the problem is, not in highsec being too good or low/null not being good enough. It's that there's a wall between them, and very few ways for people to learn how to get past it. It's that wall that needs addressed.

I put up my own set of ideas on how to do that, but it didn't get any bites. Either it was a bad idea, or not enough people have gotten over the "nerf highsec" illusion yet to even look at the idea's merits. I can't tell, cause noone gave any feedback on it.
Crimeo Khamsi
Viziam
Amarr Empire
#86 - 2013-01-17 05:06:32 UTC
Ines Tegator wrote:
Lowsec has some decent food, but no Souffles. The polycarbonate screen blocking access to the food is still there, and every bit as sturdy.

I have been playing for months, go back and forth between lowsec and high sec every day, and have encountered a camp ONCE, ever. And I did not die in it in my T1 indy ship, because I cloak+MWDed out of it.

And I have never once been so much as targeted, much less been shot at or killed, in low sec, despite flying around with hulls full of PI goods. Yes, I have seen pirates a lot, but I take basic, simple precautions like insta-undocking, looking at starmap statistics of recent ships killed, occasionally scouting out a questionable gate with a shuttle, and having a couple of safespots in areas I work a lot in.

I also made it through all 3 of my very first nullsec bubble camps alive (both directions each time) with nothing but a t1 crucifier with a proto cloak and MWD, by spending about an hour reading up first and using really easy to understand instructions available publicly on the goonswarm wiki. And it's not like I was surprised by them, either. I did it just for fun, and knew 100% there would be a camp by glancing at the starmap (30+ships killed in the last hour at a border gate, HMMM)

It really ain't that hard. More like a 6 foot tall chain link fence than bullet proof glass. It keeps out obese people (e.g. freighters) and timid, paranoid types who are afraid of getting busted by a mall cop, but that's about it.




Make the difference between high and low large enough and WELL PUBLICIZED, and people will be forced to at least check it out. And when they do, they will realize "oh... it's actually not particularly dangerous to get that sirloin steak."
Mike Voidstar
Voidstar Free Flight Foundation
#87 - 2013-01-17 05:08:12 UTC
Daichi Yamato wrote:

this seems counter intuitive...or at least some kind of reverse logic paradox that cannot possibly exist.

if it is a bear that is PvE fit that becomes the target, the only way he can defend himself is if his PvE fit is some how equally PvP competitive. If his PvE fit is competitive (and can do PvE and PvP equally), then all such PvE fits will become the standard PvP fits and vice versa. there will be no PvP fits because ppl can PvP just as well in their PvE fits and therefore there will be no bears.


Correct. There should not be such a thing as PVP or PVE fits. PVE should be playable with fits that are competitive in PVP. There will still be bears, and no doubt some will be over specialized for PvE in some way that makes them less capable of PvP---probably in still lacking points to drive home their kills, as they are more interested in not dieing and completing their task than they are in killing others. It should not be shooting ducks in a barrel for pirates though. That may be fun for pirates, but not for the bears, and as such is simply bad game design. Good game design makes things fun for all.


Daichi Yamato wrote:

or alternatively the PvE player rats while a frendly gang sits on standby. once attacked, the PvE player calls his back up and is fit to tank the incoming dps. if this is the case, what happens if the initial PvE player never gets attacked. does the friendly gang just sit around and play cards all day? probably not.


This is what is being suggested now as a 'solution' to bears being defenseless in PVE fits... have a squad on stand by seeing exactly how far up their rear the joystick will fit, as their mere presence all but insures the bear will not get attacked. As it is now the bear can die, hide, or waste money and an escort's time to sit idly by and watch him mission.

Daichi Yamato wrote:

that doesnt quite seem right, but bears that fight back are no longer bears...they are bait, right? and there can be little expectation to make PvE fits competitive with PvP fits, unless u can somehow start PvE'ing in PvP fits.

if ive gone off in a stupid tangent, my excuse is; i've had a few


There is every expectation to make PVE and PVP fits similar, if not the same. I doubt they will ever be identicle, as the average bear has a far different agenda from the pirates. But the problems inherant in PvE vs PvP need to be addressed if the pirates want to get bears to stay under their guns, because nerfing the environment's payout will just send bears packing to another game that they can actually succeed at.
Crimeo Khamsi
Viziam
Amarr Empire
#88 - 2013-01-17 05:19:00 UTC  |  Edited by: Crimeo Khamsi
Mike Voidstar wrote:

OMG, you are...special. Pretend I meant .01 ISK a day. There isnt a name for fractions of ISK, so I used pennies. So very dang sorry to have confused you.

Somebody in this thread suggested the high sec should only give you less than 1 isk per day? I must have missed that post. Can you link it for me? Thanks, you're a doll.


Quote:

The point isn't that the prices would not remain stable, the point is the market would crash so hard that LP Faction ships would eventually become cheaper than t1 frigates. If you don't understand why, or why this would be bad for people in general and new people especially, I can't help you.


Considering that faction ships require t1 ships as ingredients, you're right: I don't understand how that could happen. Please explain why somebody would pay for a t1 ship and then spend a bunch of money and LPs to turn it into a faction ship which they then sell for less than the t1 ship.

Quote:
Quote:
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.


So you are going to stick with me being a defenseless mouse to someone else's cat being good game design? Even better, the answer to being able to fight is to get someone else to do it for me? Do you not understand that one of the primary problems I am pointing out is that pirates will only engage defenseless ships? That my choices are wasting my time hiding and/or dieing, or wasting the time of the PvP escorts I bring with me? Would you enjoy the game if you just sat in station and were awarded isk for spinning your ship? PvP pilots want to fight, I want to carebear... If we join forces in LoSec only one of us gets to do what we want.


No, if you join forces, then you get to mine or mission or whatever, and they get to fight the people who come and try to gank you. You're both staying busy.

And if you were cleverer still, you would come up with a system that ensures nobody will be bored no matter what. For example, the people in the PVP fits can bring a salvager if they have a spare high slot, and casually salvage wrecks for you as you run your missions, while they watch for incoming players.

Or if you're mining, one of you can seriously mine with a full on mining rig, and the other could have a gimpy rig with MLUs and cargo expanders replaced with reinforced bulkheads and DCU II. They still get ore and jetcan it and stuff when nothing is happening, but if PVPers come by, they can act as a very effective hull-tanked bait ship to keep the enemies around long enough to pin them down and kill them.

People do this kind of stuff ALL THE TIME. They sit for hours and mine together or gate camp or whatever. They play games, they shoot the breeze, they use remote market skills to trade and make money in between the excitement, etc. etc.

If you can't be creative enough or friendly enough to get people to work with you and entertain yourselves, then you have poor problem solving skills and little innovation and thus, frankly, you don't deserve the have the highest isk/hour in the game. In the world of the future that we are describing in this thread, your best choice would be to simply hang out in high-sec still, playing your reptitive zombie game that never changes. You wouldn't have to work in a team there, although you would make 1/4 as much isk as those who are willing to.
Mike Voidstar
Voidstar Free Flight Foundation
#89 - 2013-01-17 05:26:40 UTC
Quote:
Make the difference between high and low large enough and WELL PUBLICIZED, and people will be forced to at least check it out. And when they do, they will realize "oh... it's actually not particularly dangerous to get that sirloin steak."



This has been done already. More than once.

See, here is the thing. EVE is about Non-Consensual PVP... Except that pirates don't actually experience that. They are out looking for a gank, they avoid anything that actually looks like a fight, and get their jollies off attacking people who stand no chance in the encounter.

The carebears have accepted that PvP is unavoidable, and simply limit their activities to the areas in which they can actually accomplish their goals. That isn't possible with any realistic expectation of success in Lo Sec. Sure, it happens, but it's entirely out of the hands of the bear, 100% at the whim of every passing pirate. They are no more immune to PvP in High Sec, it's just that it's possible to take actions to limit the success of the pirates.

It's not even amusing or competitive interaction... it's hiding in a station like a coward until the pirate gets bored, dieing without any real chance of success, or chasing the pirate who won't engage around in a ship that does stand a chance. 2 are supremely unfun, and the third is exactly what the pirates are complaining about, except in reverse.

It's true, I could kill pirates by getting some friends out, laying some bait, and making kills--- except I came to losec for profit, not pirate kills. Profit and Pirate kills are almost mutually exclusive.
nikon56
UnSkilleD Inc.
#90 - 2013-01-17 09:23:41 UTC
Mike Voidstar wrote:
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

they can already fight back.

team up, secure the area, meet a few other player, and put pressure on the pirates, hunt them, when they gate camp, fall in with a ship you use to pve, but with pvp fit, and fight them back with you friends.

oh no, sorry, i forgot you want to achieve this solo, but guess what? low sec is no solo
nikon56
UnSkilleD Inc.
#91 - 2013-01-17 09:33:11 UTC  |  Edited by: nikon56
Mike Voidstar wrote:
Quote:
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.


OMG, you are...special. Pretend I meant .01 ISK a day. There isnt a name for fractions of ISK, so I used pennies. So very dang sorry to have confused you.

Quote:
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.


The point isn't that the prices would not remain stable, the point is the market would crash so hard that LP Faction ships would eventually become cheaper than t1 frigates. If you don't understand why, or why this would be bad for people in general and new people especially, I can't help you.

Quote:
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.


So you are going to stick with me being a defenseless mouse to someone else's cat being good game design? Even better, the answer to being able to fight is to get someone else to do it for me? Do you not understand that one of the primary problems I am pointing out is that pirates will only engage defenseless ships? That my choices are wasting my time hiding and/or dieing, or wasting the time of the PvP escorts I bring with me? Would you enjoy the game if you just sat in station and were awarded isk for spinning your ship? PvP pilots want to fight, I want to carebear... If we join forces in LoSec only one of us gets to do what we want.


no.

join a pirate corp (or team up with them), and when the "pvp" wing is roaming in the area, do your pve solo etc...

in case of troubles incoming:

1- pirates will probably try to intercept for juicy kills
2- you are warned
3- at worst, you get caught but you can ask for help and know that it will be there very quick, in fact in most of the case, they are already on their way to intercept said threat, so they'll probably land on grid to help you really fast after the attacker load on your grid

TADA, you get your pve,they get their PVP
nikon56
UnSkilleD Inc.
#92 - 2013-01-17 10:37:32 UTC
Crimeo Khamsi wrote:

If you can't be creative enough or friendly enough to get people to work with you and entertain yourselves, then you have poor problem solving skills and little innovation and thus, frankly, you don't deserve the have the highest isk/hour in the game. In the world of the future that we are describing in this thread, your best choice would be to simply hang out in high-sec still, playing your reptitive zombie game that never changes. You wouldn't have to work in a team there, although you would make 1/4 as much isk as those who are willing to.

this
Sam Korak
Doomheim
#93 - 2013-01-17 11:32:11 UTC
Feeling too safe? Move to 0.0 and stop littering forums with your spam.
Nikk Narrel
Moonlit Bonsai
#94 - 2013-01-17 14:30:15 UTC
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.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#95 - 2013-01-17 15:08:44 UTC
cytheras wrath wrote:
Hello, as a Highsec carebear, i say that highsec is way way too safe. concord always has my back and kills anyone who attempts to take a pop-shot at my overly tanked skiff.

i ask that you please make concord much much weaker, to the point to where players have a remote chance of actually fighting them and beating them.


If you don't want to "carebear" in more dangerous space, then this is not the game for you.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Daichi Yamato
Jabbersnarks and Wonderglass
#96 - 2013-01-17 15:17:17 UTC
so our idea is now to make PvE fits more like PvP fits.

so, omni tanks, propulsion modules, warp scrams, and a lack of (long term) cap stability

if missions did become shorter, more about range control and lowered dps amounts but spread it across damage types, then that would probably help

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Nikk Narrel
Moonlit Bonsai
#97 - 2013-01-17 15:21:09 UTC
Daichi Yamato wrote:
so our idea is now to make PvE fits more like PvP fits.

so, omni tanks, propulsion modules, warp scrams, and a lack of (long term) cap stability

if missions did become shorter, more about range control and lowered dps amounts but spread it across damage types, then that would probably help

It would mean making missions more of short burst events, rather than long marathons requiring self sustaining perma tanks.
Now, to balance that, it could be the point of having several burst combat events stringed together, with opportunities between comparable to a well planned roam and how it recovers between engagements.
(Rep up or permit delays to recharge and reload, etc)

I see no reason why this can't happen, especially with boasts of improved AI going around.
Daichi Yamato
Jabbersnarks and Wonderglass
#98 - 2013-01-17 18:02:57 UTC
if this is how it goes then we may see more groups of peeps doing level 5's. but if the missioners are kept in once place for long enough, a pirate group will have the time to form up a perfect counter. acceleration gates give the missioners more warning in local i suppose.

in before afk cloaker threads for low sec lolol

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Nikk Narrel
Moonlit Bonsai
#99 - 2013-01-17 18:17:47 UTC
Daichi Yamato wrote:
if this is how it goes then we may see more groups of peeps doing level 5's. but if the missioners are kept in once place for long enough, a pirate group will have the time to form up a perfect counter. acceleration gates give the missioners more warning in local i suppose.

in before afk cloaker threads for low sec lolol

The threat of an AFK Cloaker are much reduced if they can only target capable PvP ships.

At that point, it is simply that a Hot Drop can deliver the larger side to the fight, before the smaller side has a chance to run away.

Of course, we ARE talking about PvP capable ships. Who is to say that cyno still get's a chance to go off, especially if popped in combat range? Exploding cyno boats are a rather effective deterrent to cyno creation.

We are still talking about the bigger force looking to engage the smaller force, either way.
What's left is how much control do you want the smaller force to have regarding the choice to bail on a fight they can't see winning?
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#100 - 2013-01-17 20:40:09 UTC  |  Edited by: Ines Tegator
The PVP/PVE mismatch is one part of the core problem. I support any solution to it- it deserves it's own threadnaught IMO, but I don't have any ideas on how to address it so I won't be starting it.
_

On to the highsec/lowsec business: 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. 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.

Head over to https://forums.eveonline.com/default.aspx?g=posts&t=187645 to see what I mean, and bump it up if you have feedback. Or start your own thread. I don't care. As long as this "nerf highsec" nonsense dies the death it deserves and the conversation moves on to a productive topic.