These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

No Local

First post
Author
Goldensaver
Maraque Enterprises
Just let it happen
#41 - 2013-02-14 16:43:50 UTC
colera deldios wrote:
We all know what this change really is you fail at pvp so much that you get outsmarted by carebares. Jump in the system and warp to belt or anomaly kill the bear and if he cant see you jump in the system that means you can take all the time you want to find him and kill him.

He wont have any idea weather the ship approaching him is friendly or not. Yes you can say he can always ask which is stupid as that again benefits you only as it buys you yet extra time.


I just cant imagine that someone can be so fail and suck so much at pvp that you cant catch a carebare and you come and cry to ccp so that they change local channel in your favor so you can have effortless kills. Pathetic.

Assuming the nullbear doesn't warp away the moment a non-blue enters system.
"Non-blue, warp to POS/station!"

colera deldios wrote:

You provide no proof that woul confirm your claim that this is not compleately biased suggestion and that it would not compleately kill pvp. This would also up the 0.0 carebaring risk to extend of WH's which means that if you implement this you either have to make it so that anomalies pay out 1b isk for 10min work to compensate for ISK/Risk ratio or you have to make it that when you jump in to a system you cant warp for 5min or use any modules you are just stuck there as a free kill.

Finally a half decent point. Risk would be similar (though still lower than) to wormhole space. Perhaps increasing profit would be acceptable, to compensate for this. Or allow Sov holders to put in some mods that help counter cloakers (without completely breaking them and making them worthless.)

colera deldios wrote:

Contrary to you i provided solid evidence and if you need more you can check eve-kill every hour 100's of carebares die to pvpers so easily with superb intelchanels in safe spots or with poses. In all ships from frigs to supers. And it has been so for 10 years, for 10 years no one had a problem with local to catch anyone in any space. Only the most fail and pathetic people ask for this change.

No, you're just attacking everyone who disagrees with you by saying they're bad at PvP because nullbears warp off as soon as a non-blue enters system. This is the reason why so many people ***** about AFK cloaking. Because one afk cloaker entering system causes all of them to dock up instantly.

colera deldios wrote:

Such a change would offset the balance of entire game and be compleately biased against only one set of people and give them such a massive advantage over other sets of people.

It would make PVP pointless and way way to easy and any kill in nullsec would just be effortless gank.

Once easy mode intel is broken, they can implement a counter to cloaks.

colera deldios wrote:

Not to mention that the reward to risk would be so much offset. The payout of sanctum would have to be equal to l5 missions.
I did l5 missions as income and they are the highest risk income in game and their payout is about 1b/30min. But as this would make anomalies bigger risk than l5 and therefor the income from anomalies would have to be almost 1b/10min.

Not sure about your numbers, but assuming nothing is done to counter cloaks, a buff to income would be acceptable to me.




Oh, also as for non-cloaked ships (again, assuming they remove local and make a counter to cloaking), it's as easy as watching D-scan and warping off the moment something shows up within a couple AU of you. Even the newest newb should be able to do that.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#42 - 2013-02-14 16:44:30 UTC
Theresa Lamont wrote:
Goldensaver wrote:
Theresa Lamont wrote:
Nikk Narrel wrote:
Please, explain how being unable to see who is in a system, and needing to search for them, makes hunting easier?
Also consider the uncertainty that anyone is in the system to be found at all, which is an element missing from the defenses of PvE pilots everywhere.


Hunter in a covert ops ship maybe? If you remove local completely, how do PVEers counter them?

By... having scouts on gates, working as a team to supply your alliance with proper intel informing them of what's to come? Even a cloaky shows up on grid momentarily in the time between breaking session change cloak and activating their own cloak. Not to mention the gate firing, making a huge beam of blue light appear, as well as a very memorable sound.

Assuming you're doing your part to control your section of space (unless you don't think you should have to defend null), nobody should slip in with you unaware. If they do it's your fault, and you shouldn't have local there to save you from every little thing.


That is great if in your team there are trustable people that are willing to sit near a gate just to check for cloacky hostiles ships coming in system (and dont forget, sometimes their are many gates to cover). The thing is, finding people to do that for you while you farm is not easy (even if you say you will pay them).


^^ I'm firmly of the opinion, that anytime someone enters system, you should get a notice....

I don't believe you should get free intel on who entered system, what they are in, etc.... but you need some warning mechanism...
A gazelle has ears, eyes, & scent to warn of an approaching predator... A lion just doesn't suddenly appear next to them.... EvE needs similar warning queues that all may not be right BEFORE a cloaky decloaks....
Goldensaver
Maraque Enterprises
Just let it happen
#43 - 2013-02-14 16:52:15 UTC
Gizznitt Malikite wrote:
Theresa Lamont wrote:
Goldensaver wrote:
Theresa Lamont wrote:
Nikk Narrel wrote:
Please, explain how being unable to see who is in a system, and needing to search for them, makes hunting easier?
Also consider the uncertainty that anyone is in the system to be found at all, which is an element missing from the defenses of PvE pilots everywhere.


Hunter in a covert ops ship maybe? If you remove local completely, how do PVEers counter them?

By... having scouts on gates, working as a team to supply your alliance with proper intel informing them of what's to come? Even a cloaky shows up on grid momentarily in the time between breaking session change cloak and activating their own cloak. Not to mention the gate firing, making a huge beam of blue light appear, as well as a very memorable sound.

Assuming you're doing your part to control your section of space (unless you don't think you should have to defend null), nobody should slip in with you unaware. If they do it's your fault, and you shouldn't have local there to save you from every little thing.


That is great if in your team there are trustable people that are willing to sit near a gate just to check for cloacky hostiles ships coming in system (and dont forget, sometimes their are many gates to cover). The thing is, finding people to do that for you while you farm is not easy (even if you say you will pay them).


^^ I'm firmly of the opinion, that anytime someone enters system, you should get a notice....

I don't believe you should get free intel on who entered system, what they are in, etc.... but you need some warning mechanism...
A gazelle has ears, eyes, & scent to warn of an approaching predator... A lion just doesn't suddenly appear next to them.... EvE needs similar warning queues that all may not be right BEFORE a cloaky decloaks....

I think it might even be interesting if while a cloaky was in system, regardless of the range you set D-scan at, if it was within 15AU of you you'd get an "anomalous reading" on the D-scan. Basically it'd tell you there's a cloaky within 15 AU. There would only be one reading, no matter how many cloakies there were, but that one reading would inform you that there was something out there. You'd be warned, but you would have no idea how far away, nor which direction. You would have no intel on who it was or which ship they were in.

Just my thought on that idea.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#44 - 2013-02-14 16:55:35 UTC
Goldensaver wrote:
Gizznitt Malikite wrote:


^^ I'm firmly of the opinion, that anytime someone enters system, you should get a notice....

I don't believe you should get free intel on who entered system, what they are in, etc.... but you need some warning mechanism...
A gazelle has ears, eyes, & scent to warn of an approaching predator... A lion just doesn't suddenly appear next to them.... EvE needs similar warning queues that all may not be right BEFORE a cloaky decloaks....

I think it might even be interesting if while a cloaky was in system, regardless of the range you set D-scan at, if it was within 15AU of you you'd get an "anomalous reading" on the D-scan. Basically it'd tell you there's a cloaky within 15 AU. There would only be one reading, no matter how many cloakies there were, but that one reading would inform you that there was something out there. You'd be warned, but you would have no idea how far away, nor which direction. You would have no intel on who it was or which ship they were in.

Just my thought on that idea.


I'm ok with this, as long as the dscanner was automated....(with a 15-20s period)
Dscanner is a poor defensive tool, but a great offensive tool....
Nikk Narrel
Moonlit Bonsai
#45 - 2013-02-14 16:57:20 UTC
Theresa Lamont wrote:
And don`t forget...sometimes they have cynos!

This is less of a threat without local than it is with local, which may seem strange.

With local, cynos get used tactically, to avoid warning a target with that population spike of non friendly ships which is so obvious when compared to one non friendly ship in a list.
Without local, cynos would normally avoid hot dropping as a tactical solution, since the cyno is effectively a gate through which your forces arrive.
Like any system change, they need to load the UI, and become oriented so they know what they can target or what modules will be needed for defense ASAP.

A hot drop, without local, is effectively creating a gate camp populated by every ship within firing range. Add to that, every ship in system that you could alert the moment that cyno appeared, who could reasonably warp to you before the incoming jumper ships were able to react.

Without local, the cyno popping ship has to hope there is no hostile fleet present, ready to jump all over them. Carriers make delicious meals for prepared fleets tucked away in systems. And they can move to likely systems when they hear a scout is in the area looking for targets too. Not really a lucky guess that the scout will try to target the barges and ratting ships.

Cyno use becomes strategic, if not obsolete in many cases, as simple gate travel becomes more practical for moving the groups involved.
Nikk Narrel
Moonlit Bonsai
#46 - 2013-02-14 17:00:56 UTC
Gizznitt Malikite wrote:
Goldensaver wrote:
Gizznitt Malikite wrote:


^^ I'm firmly of the opinion, that anytime someone enters system, you should get a notice....

I don't believe you should get free intel on who entered system, what they are in, etc.... but you need some warning mechanism...
A gazelle has ears, eyes, & scent to warn of an approaching predator... A lion just doesn't suddenly appear next to them.... EvE needs similar warning queues that all may not be right BEFORE a cloaky decloaks....

I think it might even be interesting if while a cloaky was in system, regardless of the range you set D-scan at, if it was within 15AU of you you'd get an "anomalous reading" on the D-scan. Basically it'd tell you there's a cloaky within 15 AU. There would only be one reading, no matter how many cloakies there were, but that one reading would inform you that there was something out there. You'd be warned, but you would have no idea how far away, nor which direction. You would have no intel on who it was or which ship they were in.

Just my thought on that idea.


I'm ok with this, as long as the dscanner was automated....(with a 15-20s period)
Dscanner is a poor defensive tool, but a great offensive tool....

I fully agree that it should be possible with pro-active effort.

(After they untie the POS's from the moons)
Anchor a POS type structure near a gate. An observation post, automated.

It automatically cycles a D-Scan on the gate area, just like a ship could, and relays the intel to all friendly ships in the system.
Using an IFF system, it could automatically identify friendly ships, and ignore those or relay them as such too.

This would obviously be destructible, and more likely to exist in SOV systems where the owners anchor it.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#47 - 2013-02-14 17:06:57 UTC
Nikk Narrel wrote:
Gizznitt Malikite wrote:
Goldensaver wrote:
Gizznitt Malikite wrote:


^^ I'm firmly of the opinion, that anytime someone enters system, you should get a notice....

I don't believe you should get free intel on who entered system, what they are in, etc.... but you need some warning mechanism...
A gazelle has ears, eyes, & scent to warn of an approaching predator... A lion just doesn't suddenly appear next to them.... EvE needs similar warning queues that all may not be right BEFORE a cloaky decloaks....

I think it might even be interesting if while a cloaky was in system, regardless of the range you set D-scan at, if it was within 15AU of you you'd get an "anomalous reading" on the D-scan. Basically it'd tell you there's a cloaky within 15 AU. There would only be one reading, no matter how many cloakies there were, but that one reading would inform you that there was something out there. You'd be warned, but you would have no idea how far away, nor which direction. You would have no intel on who it was or which ship they were in.

Just my thought on that idea.


I'm ok with this, as long as the dscanner was automated....(with a 15-20s period)
Dscanner is a poor defensive tool, but a great offensive tool....

I fully agree that it should be possible with pro-active effort.

(After they untie the POS's from the moons)
Anchor a POS type structure near a gate. An observation post, automated.

It automatically cycles a D-Scan on the gate area, just like a ship could, and relays the intel to all friendly ships in the system.
Using an IFF system, it could automatically identify friendly ships, and ignore those or relay them as such too.

This would obviously be destructible, and more likely to exist in SOV systems where the owners anchor it.


I REALLY dislike the idea of POS modules providing local intel..... POS modules are too well defended, generally have too many HP (if outside shields), and aren't something a "small gang" can neutralize. Additionally, it swings the pendulum WAY to far in favor of the defenders... who should already be setup in system with a solid idea of how many are in local, etc... The raiders would not only NOT know who was in system, they would now be fully identified by a nearly invulnerable POS mod?

No way....

Theresa Lamont
Rogue Fleet
#48 - 2013-02-14 17:08:46 UTC
Goldensaver wrote:
I think it might even be interesting if while a cloaky was in system, regardless of the range you set D-scan at, if it was within 15AU of you you'd get an "anomalous reading" on the D-scan. Basically it'd tell you there's a cloaky within 15 AU. There would only be one reading, no matter how many cloakies there were, but that one reading would inform you that there was something out there. You'd be warned, but you would have no idea how far away, nor which direction. You would have no intel on who it was or which ship they were in.

Just my thought on that idea.


How about, your auto scanners could advise you of an "unidentified" warp signature of a cloacked ship that is about to land on you however, you would have just a few seconds to warp off (even for BS size ship - carriers and above would be scewed howeverSmile ). If the prey is to slow in warping off (or did not see/hear the alarm, the game becomes in favor of the hunter).

Would that be a fair and logical balance?
colera deldios
#49 - 2013-02-14 17:18:57 UTC  |  Edited by: colera deldios
blast
Gizznitt Malikite
Agony Unleashed
Agony Empire
#50 - 2013-02-14 17:25:49 UTC

I think the key is to define what features an intel system should have:

1.) It should allow you to identify people & ships types in system... This should generally require effort.
2.) Effort should not give players carpal tunnel (*cough* clicking dscan *cough*)... Effort should involve flying around space, monitoring standard entrances, and chasing down "signatures" that appear.
3.) Intel, to be useful, needs to be share-able. Fleets are the IDEAL tool to share intel.
4.) People mention IFF's to auto-ID friendly's.... In general, NO, especially so for "blues" -- unless you make a mechanic that allows people to "fake IFF's".
5.) Cloaks should focus on "hiding your identity", but should not necessarily hide your THREAT. This is especially true when a cloaker enters a system (by any means), and less important when a cloaker is already in a system.
6.) Effort should be equal.... Two identical gangs, entering a system from opposite sides, should have to go through the same amount of effort to get intel on each other... POS modules, Sov Modules, etc.... that give an advantage to the defender are generally too biased, unless they are easily countered...
Theresa Lamont
Rogue Fleet
#51 - 2013-02-14 17:29:46 UTC  |  Edited by: Theresa Lamont
Nikk Narrel wrote:
Theresa Lamont wrote:
And don`t forget...sometimes they have cynos!

This is less of a threat without local than it is with local, which may seem strange.

With local, cynos get used tactically, to avoid warning a target with that population spike of non friendly ships which is so obvious when compared to one non friendly ship in a list.
Without local, cynos would normally avoid hot dropping as a tactical solution, since the cyno is effectively a gate through which your forces arrive.
Like any system change, they need to load the UI, and become oriented so they know what they can target or what modules will be needed for defense ASAP.

Without local, the cyno popping ship has to hope there is no hostile fleet present, ready to jump all over them. Carriers make delicious meals for prepared fleets tucked away in systems. And they can move to likely systems when they hear a scout is in the area looking for targets too. Not really a lucky guess that the scout will try to target the barges and ratting ships.

Cyno use becomes strategic, if not obsolete in many cases, as simple gate travel becomes more practical for moving the groups involved.


You make it sound as if poping a cyno is dangerous!! That hunters would become prey in a matter of seconds. I have seen single blues cry for help in local that they are under attack so many times while local was filled with a lot of friendlies. Most of the time those guys died and the only attention they got was questions back to them in local chat by their own budies like: "how many are they?" "what ships are they in?" and stuff like that.

By the way, ask FAZOR if they think cynos are obsolete. Just the fear of cynos keeps them from undocking.
Nikk Narrel
Moonlit Bonsai
#52 - 2013-02-14 17:33:49 UTC
Theresa Lamont wrote:
Nikk Narrel wrote:
Theresa Lamont wrote:
And don`t forget...sometimes they have cynos!

This is less of a threat without local than it is with local, which may seem strange.

With local, cynos get used tactically, to avoid warning a target with that population spike of non friendly ships which is so obvious when compared to one non friendly ship in a list.
Without local, cynos would normally avoid hot dropping as a tactical solution, since the cyno is effectively a gate through which your forces arrive.
Like any system change, they need to load the UI, and become oriented so they know what they can target or what modules will be needed for defense ASAP.

Without local, the cyno popping ship has to hope there is no hostile fleet present, ready to jump all over them. Carriers make delicious meals for prepared fleets tucked away in systems. And they can move to likely systems when they hear a scout is in the area looking for targets too. Not really a lucky guess that the scout will try to target the barges and ratting ships.

Cyno use becomes strategic, if not obsolete in many cases, as simple gate travel becomes more practical for moving the groups involved.


You make it sound as if poping a cyno is dangerous!! That hunters would become prey in a matter of seconds. I have seen single blues cry for help in local that they are under attack so many times while local was filled with a lot of friendlies. Most of the time those guys died and the only attention they got was questions back to them in local chat by is own budies like: "how many are they?" "what ships are they in?" and stuff like that.

By the way, ask FAZOR if they think cynos are obsolete. Just the fear of cynos keeps them from undocking.

It would have no tactical value without local.

Local gives the cyno pilot a clear understanding of others in system that could represent a threat.
Local creates the quality of intel making a large presence an obstacle the cyno can overcome.
Nikk Narrel
Moonlit Bonsai
#53 - 2013-02-14 17:38:59 UTC
Gizznitt Malikite wrote:
Nikk Narrel wrote:
I fully agree that it should be possible with pro-active effort.

(After they untie the POS's from the moons)
Anchor a POS type structure near a gate. An observation post, automated.

It automatically cycles a D-Scan on the gate area, just like a ship could, and relays the intel to all friendly ships in the system.
Using an IFF system, it could automatically identify friendly ships, and ignore those or relay them as such too.

This would obviously be destructible, and more likely to exist in SOV systems where the owners anchor it.


I REALLY dislike the idea of POS modules providing local intel..... POS modules are too well defended, generally have too many HP (if outside shields), and aren't something a "small gang" can neutralize. Additionally, it swings the pendulum WAY to far in favor of the defenders... who should already be setup in system with a solid idea of how many are in local, etc... The raiders would not only NOT know who was in system, they would now be fully identified by a nearly invulnerable POS mod?

No way....

If we are going to define the qualities of such a structure, I think your objections contained the exact wording we should be looking for.

These items should be more comparable to a warp bubble in their durability, not some current POS structure with overwhelming durability.
The first target of any hostile roam should be this structure, and finding it should not be difficult. Look on sensors for the equivalent of a searchlight aimed at the gate.
DJ P0N-3
Table Flippendeavors
#54 - 2013-02-14 18:56:22 UTC
Zanar Noud wrote:
I see the social benefit of having local and i even enjoy it sometimes, however, it is not very logical. No other game tells you who is near them at any given time, especially when you go into PVP zones. My suggestion is to keep the local channel but only show people in local who decide to chat in said channel. That way people can make themselves known if desired or stay under the radar. This would cause players who are operating in low security systems to play more dynamically. Miners would need to actually have support ships instead of just warping off every time a scary face jumps into the system. Also scanning would become more common to keep an eye on the system. Maybe only implement this for the low security systems. Don't know if CCP has addressed this, they probably have, but I still feel it should be changed.


Just come to w-space. We have everything you want (except supercaps if you're into that sort of thing). This forum war will never die, so don't worry about raising the topic just to raise it.
Nikk Narrel
Moonlit Bonsai
#55 - 2013-02-14 19:02:11 UTC
DJ P0N-3 wrote:
Zanar Noud wrote:
I see the social benefit of having local and i even enjoy it sometimes, however, it is not very logical. No other game tells you who is near them at any given time, especially when you go into PVP zones. My suggestion is to keep the local channel but only show people in local who decide to chat in said channel. That way people can make themselves known if desired or stay under the radar. This would cause players who are operating in low security systems to play more dynamically. Miners would need to actually have support ships instead of just warping off every time a scary face jumps into the system. Also scanning would become more common to keep an eye on the system. Maybe only implement this for the low security systems. Don't know if CCP has addressed this, they probably have, but I still feel it should be changed.


Just come to w-space. We have everything you want (except supercaps if you're into that sort of thing). This forum war will never die, so don't worry about raising the topic just to raise it.

Ahh... I would love to come to W space.

I have a few requirements first, though.

Live and stable gate connections to other sections of space, and between internal systems.
Outposts, NPC and player built both. This will include the sub category of med clones and jump clones as an additional difference.
The Market. Present in all it's glory, even if only stocked by player activity and some minor NPC items.
XxRTEKxX
256th Shadow Wing
#56 - 2013-02-14 19:09:25 UTC
Make local channel delayed like wormhole systems, and make constellation channel(if it still exsists) useful by showing everyone in the constellation there. That's what I'd like to see.
Alx Warlord
The Scope
Gallente Federation
#57 - 2013-02-14 19:23:57 UTC
Well, the problem is that if you say remove local,

first you will make to difficult to find someone in a roaming,

second, you will make too dangerous to mine out of hi-sec, killing what is left of the industry

third, using directional scanner is a pain in the ****

I can't think in any possible simple solution for this...

If you remove local, you will have to remove the warp scramblers to give a chance to avoid the combat...and this would demand all combat in eve to be revamped.
Nikk Narrel
Moonlit Bonsai
#58 - 2013-02-14 19:32:41 UTC
Alx Warlord wrote:
Well, the problem is that if you say remove local,

first you will make to difficult to find someone in a roaming,

second, you will make too dangerous to mine out of hi-sec, killing what is left of the industry

third, using directional scanner is a pain in the ****

I can't think in any possible simple solution for this...

If you remove local, you will have to remove the warp scramblers to give a chance to avoid the combat...and this would demand all combat in eve to be revamped.

The real problem is that the developers have allowed local to become the default choice for intel needs.

They have neglected legitimate intel gathering tools, and permitted them to be considered undesirable or useful only under specific conditions, like needing to scan down anomalies or grav sites.

We can shift off the free Amazing Intelâ„¢ tool, but a good first step is placing the right tools for the task into the game before removing this. Obviously, cloaked vessels cannot be found in systems where local shows the pilots as present, so that aspect would be delayed but described.
Let the players prepare, and the transition can be done.

Heck, you could even put in tester cloaks, modules that would be treated like cloaks would after local is removed, so pilots can practice hunting on willing comrades.

Change is not an obstacle. The only thing we have to fear, is fear itself.
XxRTEKxX
256th Shadow Wing
#59 - 2013-02-14 19:32:46 UTC
Sounds lazy to me. People mine in wormholes, they rely on scouts and dscan for hunting and survival. They dont complain about it. Seems like nullsec wants things to be easier and dont really want any sort of challenge, yet they keep complaining about afk cloakers which appear in local channel.

Alx Warlord wrote:
Well, the problem is that if you say remove local,

first you will make to difficult to find someone in a roaming,

second, you will make too dangerous to mine out of hi-sec, killing what is left of the industry

third, using directional scanner is a pain in the ****

I can't think in any possible simple solution for this...

If you remove local, you will have to remove the warp scramblers to give a chance to avoid the combat...and this would demand all combat in eve to be revamped.

Daichi Yamato
Jabbersnarks and Wonderglass
#60 - 2013-02-14 19:45:23 UTC
colera deldios wrote:
Barely coherent flaming...

'CCP Please change a perfectly working and non biest mechanic into my advantage so i can get free kills without effort.".

They wont change this, if you don't want the local move out of k-space to wh space where all agree on no-local. In lowsec/nullsec this would only benefit one set of people, so it's biest only to people who are mainly interested in PVP.


its not biased, but the removal of it would be biased? i see...Roll

colera deldios wrote:
This game is not built only for us who prefere PVP.


but null sec and low sec IS. if u dnt want to compete destructively or economically with other players, then maybe an NPC corp in hi-sec is for u.

Alx Warlord wrote:
first you will make to difficult to find someone in a roaming...

...If you remove local, you will have to remove the warp scramblers to give a chance to avoid the combat...and this would demand all combat in eve to be revamped.


contradicting statements, finished with total rubbish.

removing local will make it more difficult to find ppl by just flying through systems halfheartedly. however, moving through systems and scanning for targets will be unaffected. ppl find targets in WH's with a little teamwork and effort, and they will elsewhere local is removed. CCP never saw it necessary to remove warp scramblers from WH's either.

Alx Warlord wrote:
second, you will make too dangerous to mine out of hi-sec, killing what is left of the industry

third, using directional scanner is a pain in the ****


and yet mining also happens in WH's. the danger of PvE in dangerous space is an inherent one, hence 'dangerous space'. the risks can be mitigated however. use team work and scanners. if ur alliance doesnt protect u, find one that will, ur industry must be worth something to them, or do u just pay for the privilege to mine in their backyard? not broken at all.

if u dnt want to put in the effort to use d-scan, then maybe u should goto hi-sec. playing is very casual there.

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