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[Proposal] Attract players, encourage PVP, by making lowsec safer

Author
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#1 - 2013-01-17 21:38:37 UTC  |  Edited by: Ines Tegator
TL:DR: 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 want, that donkey isn't going anywhere.

I'm bringing my current argument and discussion here, where it will hopefully get greater amounts of feedback and awareness. The full proposal, and discussion thus far, can be found at https://forums.eveonline.com/default.aspx?g=posts&t=187645
Ines Tegator wrote:

The normal call is to nerf highsec, highsec is too good, there's no reason to go to lowsec. The truth is that lowsec actually discourages people from going there, and any highsec nerf will not push people out of it. Lowsec isn't so much LOW security as it is NO security. Many carebears will gleefully accept a managed amount of risk to maximize their gains- the problem being that lowsec has completely unmanaged risk. The simple act of using a stargate or undocking from a station is extremely likely to result in death, and no amount of reward can compensate for the inability to actually play EVE.

Core Design:
The way forward then is to make lowsec actually have Low Security- meaning some security at all. The risks should be higher, but manageable. A carebear (not using term derrogatively, I am one through and through, even though I often go to nullsec to do it) should be able to operate in Low with the reasonable expectation that they can succeed with a bit of awareness and skill. A pirate should still be able to plunder, but will have to work harder and be more aware of the situation and need to strike the right target at the right moment. What lowsec is currently used for should be shifted out to NPC nullsec.

This low level of security should be put in place in a way that 1) interacts with players, and 2) is not guarunteed like CONCORD. The bait will be the increased profit opportunities of lowsec, which may need adjustment but for the most part already exist.


Ines Tegator wrote:
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.


Ines Tegator wrote:
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.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#2 - 2013-01-17 21:38:46 UTC  |  Edited by: Ines Tegator
The overall goal of these suggestions: to make lowsec a vibrant place where many things happen, and many people live. These ideas may or may not be the right ones to do that; consider them all brainstorming and subject to discussion and change.

Ines Tegator wrote:
Brainstorming:
Requirement 2 brings up an obvious, already existing mechanic: Faction Police. They are already present, already have standing and sec status awareness, and are not an insurmountable threat. This is a good baseline mechanic to iterate on.

Requirement 1 should be addressed in some way that benefits player interaction and investment. It should also add as few new core mechanics as possible to make it easy to grasp. To me this says standings. Oh no, more grinding you say. I agree, that's bad. That's where the new design comes in: you develop relationships with NPC corps simply by doing business in lowsec. The more people doing business, the better the relationship, the more security those corps provide. This should emergently create lowsec economies, communities, and activity hubs as people reinforce each others actions.

Now a long list of ideas:

  • Faction Police guard the gates, and respond to threats proportionately to the Faction Standing / Sec Status of involved capsuleers.
  • NPC corps provide security at their own stations, and respond proportionately to their standings.
  • Gate and Station security should dynamically change with activity in that system or station; more activity, more security.
  • Minimum and maximum NPC security force depends on system sec, so that .4 will always have some protection, and .1 will be "bubble-less nullsec" unless developed. 0.1 should never be as safe as 0.4, given similar levels of development.
  • Allow PC's and PC corps to join as sub-corps, swear allegiance, etc, to the existing NPC corporations. This lets them develop a relationship with a given corp and encourages them to live at their stations. This also provides a non-grinding route to developing standings.
  • Corps naturally increase the amount of security at a station that does lots of business; manufacturing, research, market actions, agent missions, the works.
  • Faction Police naturally increase the gate security in a system in a similar way.
  • Provide a method for players/corps to directly invest in upgrading security, either through activity, LP, or raw isk, etc. This gives them stake in an area to encourage defend it.
  • Security forces should be a powerful deterrent to aggression, but not be 100% reliable like concord is. Gates and station undocks should have Webs, Scrams, and varying levels of ewar and firepower, depending on how secure the area is at the time. These mechanics all have counters, but make it progressively more difficult to be aggressive in their presence. Capital ships also need to be discouraged in the higher security areas.
  • Other areas of space (belts, poco's, etc) should not have security forces and should allow for free engagement. The idea is increase the security of pilots doing business, not prevent all pvp activity.
  • Lowsec economic advantages should be extended in some way to any professions that currently do not have one there, such as research and trading.
  • AFTER this system has been implemented, tested, approved by players and the CSM, and in place for roughly 3-6 months, reduce all CONCORD bounties in highsec by 10% to make the risk/reward gradient steeper. Do not do this until the lowsec changes are successful. Nerfing highsec (or nerfing it too much) without providing a working, reliable alternative will only drive players away from EVE entirely. Announce the intention to do this well ahead of time, and make it clear that you will delay it's implementation until the community is satisfied with lowsec.

Cyprus Black
School of Applied Knowledge
Caldari State
#3 - 2013-01-18 09:33:08 UTC
What was the purpose of reposting the exact same thing in a new thread?

Summary of EvEs last four expansions: http://imgur.com/ZL5SM33

ShahFluffers
Ice Fire Warriors
#4 - 2013-01-18 20:51:51 UTC  |  Edited by: ShahFluffers
OP... answer me this one question...

Where do changes like this end?


Because they never seem to.
It just seems that things have been made incrementally safer and/or encourage people to avoid conflict over a the years. And this invites more risk adverse people to join the game and then advocate for better security and safety... which invites more risk adverse people to join... and the cycle seems to just keep looping back and feeding on itself.
And here's the best part; it changes nothing in the grand scheme of things.


Creating an NPC response to attacking people in low-sec will only force "pirates" to adopt suicide ganker tactics (except you can escape from these types of ganks) and the standings hits will just make "pirates" live full time in POSs... which is something only the rich can do (no more "poor pirates"... just the "good ones" that know what they are doing). This means that the risk adverse people will STILL not go out into low-sec because they can still be killed just as easily.
Nothing will change except for the fact that you have dramatically raised the entry barrier into "piracy."

Oh... but it doesn't stop there. If more ideas along the same lines as this one are put forth you'll have more changes being made that make "illegal attacks" more punitive and more draconian until you eventually have another version of high-sec.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#5 - 2013-01-18 21:07:03 UTC
Cyprus Black wrote:
What was the purpose of reposting the exact same thing in a new thread?


To be viewed by a different audience.

ShahFluffers wrote:

It just seems that things have been made incrementally safer and/or encourage people to avoid conflict over a the years. And this invites more risk adverse people to join the game and then advocate for better security and safety... which invites more risk adverse people to join... and the cycle seems to just keep looping back and feeding on itself.


As I explained clearly, the goal is to increase the appeal of lowsec by enabling gameplay. The idea that people are not going to lowsec because they are risk averse is mostly false- some fall in to this category, but they generally don't stay in EVE for the long term anyway. More important is that lowsec mechanics prevent many types of gameplay from occuring for a majority of players. If all of my long list of ideas is forgotten or discredited, this core principle remains.

As I also explained clearly, it's only a set of brainstorming ideas. If you have a better one to address the problem, please put it forward. If you don't have that, then please describe in detail why the mechanics won't achieve the stated goal. Your current explanations assume that risk-aversion is the dominant motivation, while I am assuming something entirely different.

The unstated (until now) issue is that any assumption of motivations by a large number of players is just that, an assumption. In the absence of actual data, we can only go with the idea that makes the most sense. I find that simply projecting the antithesis of one's own behavior onto anyone that doesn't behave like yourself is not an accurate way to judge the behavior of others.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#6 - 2013-01-18 21:22:23 UTC
Note: I've since been convinced by Nick Narrell that the better approach is to reduce the gap between PVP and PVE. A PVE pilot will be more likely to engage in emergent PVP if his current ship has a fighting chance at it, instead of being completely at the mercy of any PVP fit pilot.
sabre906
The Scope
Gallente Federation
#7 - 2013-01-18 22:23:41 UTC
Ines Tegator wrote:
Note: I've since been convinced by Nick Narrell that the better approach is to reduce the gap between PVP and PVE. A PVE pilot will be more likely to engage in emergent PVP if his current ship has a fighting chance at it, instead of being completely at the mercy of any PVP fit pilot.


And the tears will flood Tama. A whole generation of Eve "pvpers" grew up on the concept of kb grooming, extreme risk aversion and engaging only riskless targets. They will cry bloody murder.
Daichi Yamato
Jabbersnarks and Wonderglass
#8 - 2013-01-18 22:34:04 UTC
sabre906 wrote:
Ines Tegator wrote:
Note: I've since been convinced by Nick Narrell that the better approach is to reduce the gap between PVP and PVE. A PVE pilot will be more likely to engage in emergent PVP if his current ship has a fighting chance at it, instead of being completely at the mercy of any PVP fit pilot.


And the tears will flood Tama. A whole generation of Eve "pvpers" grew up on the concept of kb grooming, extreme risk aversion and engaging only riskless targets. They will cry bloody murder.


didnt want those pvp'ers anyways

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.
#9 - 2013-01-19 00:06:41 UTC
sabre906 wrote:
They will cry bloody murder.


what would we call this? Harvesting gankbear tears? Doesn't sound catchy enough. hmmm.
Andracin
Brutor Tribe
Minmatar Republic
#10 - 2013-01-19 08:03:24 UTC  |  Edited by: Andracin
Nothing will push high sec people into low sec if it is not atleast as safe and profitable as high sec. That being said low-sec is not scary. I remember the first time I jumped into atlar with my blood pumping so hard my ears were ringing. All my little noob life everyone told me how scary low sec was. Then I got a fight, killed a frigate, lost my cruiser and my pod and while staring at the station wall realized...holy crap that was fun! I have since lived in low sec most of my EVE life, first as a carebear(ish) and later as a pirate. One of my past corps even mined in hulks in low-sec while the pipes ahead were scouted and gates were camped. Later I became a pirate myself and Im telling you if you know the game mechanics you can easily get into and out of low-sec with minimal danger. Its just getting past that initial culture of high-sec carelessness and adopting street smarts that is hard for most bears. There is no point in making low-sec more friendly or you are in essense expanding high-sec into low and tbh there is already plenty of high sec for everyone. Maybe even too much.
Vaju Enki
Secular Wisdom
#11 - 2013-01-19 09:45:26 UTC  |  Edited by: Vaju Enki
They should either increase the risk in highsec, or reduce the income from highsec.

Lowsec is fine.

The Tears Must Flow

ShahFluffers
Ice Fire Warriors
#12 - 2013-01-19 10:16:28 UTC  |  Edited by: ShahFluffers
Ines Tegator wrote:
As I explained clearly, the goal is to increase the appeal of lowsec by enabling gameplay. The idea that people are not going to lowsec because they are risk averse is mostly false- some fall in to this category, but they generally don't stay in EVE for the long term anyway. More important is that lowsec mechanics prevent many types of gameplay from occuring for a majority of players.

I appreciate your explanation... I just don't buy it.

If you know what you are doing low-sec is already very "low risk." Hell... you should see the amount of haulers and freighters that come and go through low-sec already. My alt is one of them. And he makes a killing in terms of profits by selling much needed ships and equipment to outlaws such as myself at a premium.

As far as low-sec "preventing many types of gameplay" due to its nature... I can say the same of high-sec and null-sec. The simple fact of the matter is... no real consensus will ever come with regards to how each should behave in relation to the other. High-sec, low-sec, and null-sec all require different types of methods and styles of gameplay.
The problem for many is that that the game's general mantra is that more risk should produce more reward. Not the other way around.

Ines Tegator wrote:
As I also explained clearly, it's only a set of brainstorming ideas. If you have a better one to address the problem, please put it forward.

The issue is that there is no real problem and people are still trying to create one. If people learn to manage risk and use the options they have available they can do things they never thought possible.

I mainly fly blockade runners around an active faction warfare zone seeding equipment and ships. I have flown through Amamake's gatecamps. I have only been caught once (and that was because I screwed up using the MWD-cloak trick using a Deep Space Transport early on).

Ines Tegator wrote:
If you don't have that, then please describe in detail why the mechanics won't achieve the stated goal. Your current explanations assume that risk-aversion is the dominant motivation, while I am assuming something entirely different.

This is true. I do believe that "risk aversion" is a dominant motivation.
Many get ganked the first few times they jump in and and then decide that it just isn't worth another try. This is a common sight within the Minmatar Militia as many new recruits get caught in the Amamake-Ossogur gatecamp... after which they become scared of jumping into low-sec (even through alternate routes) without an "escort."

Again... once people learn how to enter and exit low-sec safely, there is little issue. It's the initial experiences that scars people.

And yes... I will concede... you can't really put this into hard data either way without doing numerous and detailed surveys of many, many players. Except that even this should be taken with a grain of salt as the first reaction of many is to "create greater security" rather than adapt to the current degree of hostilities.
Katie Frost
Ministry of War
Amarr Empire
#13 - 2013-01-21 04:37:49 UTC
Ines Tegator wrote:
As I explained clearly, the goal is to increase the appeal of lowsec by enabling gameplay.


Great news: low sec already has "gameplay" enabled, so your goal is achieved without the implementation of your game-breaking ideas.


Ines Tegator wrote:
The idea that people are not going to lowsec because they are risk averse is mostly false- some fall in to this category, but they generally don't stay in EVE for the long term anyway. More important is that lowsec mechanics prevent many types of gameplay from occuring for a majority of players. If all of my long list of ideas is forgotten or discredited, this core principle remains.


What types of gameplay do lowsec mechanics specifically disable? Here is the trick though: try to answer that question without relying on risk aversion by players, which, mind you, is not a mechanic of low-sec.
Nariya Kentaya
Ministry of War
Amarr Empire
#14 - 2013-01-21 09:19:25 UTC
Katie Frost wrote:
Ines Tegator wrote:
As I explained clearly, the goal is to increase the appeal of lowsec by enabling gameplay.


Great news: low sec already has "gameplay" enabled, so your goal is achieved without the implementation of your game-breaking ideas.


Ines Tegator wrote:
The idea that people are not going to lowsec because they are risk averse is mostly false- some fall in to this category, but they generally don't stay in EVE for the long term anyway. More important is that lowsec mechanics prevent many types of gameplay from occuring for a majority of players. If all of my long list of ideas is forgotten or discredited, this core principle remains.


What types of gameplay do lowsec mechanics specifically disable? Here is the trick though: try to answer that question without relying on risk aversion by players, which, mind you, is not a mechanic of low-sec.

Never understood risk-aversion in players. i started eve in a highsec mining corp for months, then immediately left with a couple of my mates, formed my own corp, put up a Platinum moon-mining POS in Devoid-lowsec, and proceeded to live out there for months, we still operated just fine, even with TEST burning null and lowsec not 3 doors over for days at a time. granted im now in a wormhole Merc alliance with those same mates, and maybe that just says something about the approach i take to the game, but seriously.


i have only ever been ganked ONCE in lowsec, adn that was my own damn fault, i flew an empty bestower into lowsec to pick up 200m3 of trit i had bought a month prior, hit a gatecamp, a crappy one. if i ahd flown anything BUT an untanked bestower, iw oudl have survived.

maybe im biased, but lowsec just doesnt seem all that dangerous, it seems the reason people avoid it isnt because "oh it keeps me from playing", its more that they refuse to go anywhere they cant fly an untanked HAULER safely, plenty of epople could switch to stealth-haulers and change very little about their old high-sec routine if they moved to lowsec.


wow i went on a rant didnt i? well, would prolly eb better to delete all this crap but i guess ill press post anyways.
Samillian
Angry Mustellid
#15 - 2013-01-21 09:43:31 UTC  |  Edited by: Samillian
The OP wishes to increase the appeal of LowSec by destroying the appeal of LowSec.

NBSI shall be the whole of the Law

Katie Frost
Ministry of War
Amarr Empire
#16 - 2013-01-21 22:23:06 UTC
Samillian wrote:
The OP wishes to increase the appeal of LowSec by destroying the appeal of LowSec.


Exactly.

The OPs suggestion appears to be making low-sec more akin to hi-sec in order to incentivise people to move from hi-sec to low-sec. But to what end? You have just extended hi-sec, albeit with a very small amount of increased risk and demolished the current low-sec completely... and then consider the change from the "new" low-sec to 0.0? The gap just got massive.

The proposal is pointless and without merit.
Inevitability
Pandemic Horde Inc.
Pandemic Horde
#17 - 2013-01-22 17:58:37 UTC
I have a better suggestion. Why not make it so players can truly be the police in lowsec by having Concord give security status gains instead of penalties for engaging players with a negative security status who are known criminals? It increases pvp, increases gameplay and improves the spirit of fighting.
Belaz Purvanen
Doomheim
#18 - 2013-01-24 22:12:33 UTC
Katie Frost wrote:
Samillian wrote:
The OP wishes to increase the appeal of LowSec by destroying the appeal of LowSec.


Exactly.

The OPs suggestion appears to be making low-sec more akin to hi-sec in order to incentivise people to move from hi-sec to low-sec. But to what end? You have just extended hi-sec, albeit with a very small amount of increased risk and demolished the current low-sec completely... and then consider the change from the "new" low-sec to 0.0? The gap just got massive.

The proposal is pointless and without merit.


The incentives never work. The persistent idea that we need more players to low and null sec just isn't going to happen without diminishing risk to pointlessly low levels.

I don't see the proposal as being pointless, just not all that workable. That being said, EvE probably has most of the non-risk averse players already. Customer growth will either be slow or the risk will diminish.

If that happens the player losses will have to be surpassed by the growth. More safety, more losses, more growth, (repeat).

Conversely, the push for more PvP can only produce more complaints since the main source of new opposition remains new players or risk averse players or players (such as myself) unable to PvP effectively.

The game is mostly fine. Kindly don't make it squishy.
Susan Black
Ice Fire Warriors
#19 - 2013-01-25 20:08:50 UTC
There is a couple things wrong with your base arguments here.

Firstly, you are making a broad assumption that less risk and more security means more players into EVE and more players into lowsec. Both of these assumptions are not really based on anything except your own perception of the game, which is limited.

In terms of bringing in more players, you can just as easily justify that making low-sec less secure --and thus giving more pvp opportunities, would attract more players. It's just a matter of which kind of players you're wanting to attract, either way.

As far as low-sec attracting more people and increasing it's ''appeal'', the same thing applies. Making it harder for pirates and easier for carebears increases the appeal to a certain subset of the population --people like YOU, specifically.

But, making it appeal more to some people and less to others solves and/or gains nothing. If you gain 50 carebears and lose 50 pirates, you're still where you started from except people are AFK mining instead of interacting through pvp.



www.gamerchick.net @gamerchick42

sabre906
The Scope
Gallente Federation
#20 - 2013-01-25 20:48:10 UTC  |  Edited by: sabre906
Susan Black wrote:

But, making it appeal more to some people and less to others solves and/or gains nothing. If you gain 50 carebears and lose 50 pirates, you're still where you started from except people are AFK mining instead of interacting through pvp.





Yeah, that 1:1 yerr to carebear ratio... We're still talking about Eve, right?Roll

Eve was, is, and always will be mostly pve activity when headcounts are concerned.

It's more like gaining 100 carebears and losing 1 pirate. Surely the 100 carebears interact with Eve more than the 1 pirate interacts with himself, not that anyone really cares.Lol

The question is whether lowsec gaining population is a good or bad thing. Some people likes the way lowsec is atm. The fact that population will increase once safety increases was never in dispute.
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