These forums have been archived and are now read-only.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

A vision for null sec

Author
Teckos Pech
Hogyoku
Goonswarm Federation
#61 - 2013-05-30 17:26:42 UTC
Daedalus II wrote:
Maybe nullsec shouldn't be just about how much isk you can make there? Maybe it should be more about camaraderie, the feeling of building an empire, owning and defending space, being self-sufficient within the group.

I mean if your goal is a reliable isk income then running L4s in highsec in a pimped out battleship is probably easier.


You can do that (build a null empire) without most of the alliance living there though. Put PvP ships in an outpost or two, jump clones, titan bridges, jump freighters and carriers, and most players could live in high sec, make isk in missions, incursions, etc. And then relocate to null for strategic ops, or whenever they have enough isk banked to go on roams and such.

Why do people live in NPC null? The missions there can be pretty lucrative. Farming loyalty points in Stain, Serpentis space, and Guristas space can be pretty good, and you aren't limited to the number of anomalies due to true sec. Not only that you don't have to be bothered with maintaining sov (the bills, structure grinding, etc.).

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Cameron Cahill
Deaths Consortium
Pandemic Horde
#62 - 2013-05-30 17:55:24 UTC
Franky Sugaz wrote:
Cameron Cahill wrote:


It takes at lest 20 seconds to get a scan result on someone, this and warp time means at least 40 seconds between jumping in and landing on grid in a mission, even more if there are acceleration gates. You could get safe in a supercap in this time, good luck catching anyone paying the slightest bit of attention. You are ignoring the rest of the arguments, answer them if you want to be taken seriously.



so the choice is btw having systems empty like we have now (with 0 chance to catch anyone) and system with more capsuler doing missions with the chance to catch one or two with their pants down; no brain i take the second; many will escape someone will be caught better than having soo many sys empty.


No.

There are more than two options.

Just fix anomalies.
Cameron Cahill
Deaths Consortium
Pandemic Horde
#63 - 2013-05-30 17:56:31 UTC
Daedalus II wrote:
Cameron Cahill wrote:


This isn't about getting people to move to 0.0 in general, its about getting people to be in the currently unused systems.


The way I see it the reason for that is that more or less all unused systems are currently de facto "owned" of one of the larger nullsec entities. Sure they don't use it, but if someone (say a corp or small alliance) were to settle down there they have two options;
1) Pay the large entity rent for space they aren't using anyway and couldn't care less about.
2) Not pay rent and get roflstomped whenever the "owning" entity gets bored for whatever reason.

If you don't like paying rent for what is essentially a deserted wasteland (and who does?) none of the options are very exciting.


They key is to make the systems worthwhile, not to force people to live in **** systems.
Cameron Cahill
Deaths Consortium
Pandemic Horde
#64 - 2013-05-30 18:15:53 UTC  |  Edited by: Cameron Cahill
Erloas wrote:
There are already seconds of null with mission running. Granted I have no idea how much it is utilized and can be a pain to get the standings to get started with the reasonable level missions.

One of the main reasons null sec systems are empty is because there are no stations in them, and even some of the systems with stations are fairly useless stations. Without the ability to refine or reprocess then a system looses a lot of its value for anyone mining or grinding rats. The lack of a market for most goods (especially meta drops since in any given area everyone has access to the same drops) means any secondary forms of income like loot and salvage and even exploration are of limited value.
It is also a very long and dangerous trip to get any of that to a real market. The overhead time it takes to turn said goods into isk can be quite long.

The biggest issue I see with null space is a chicken and egg sort of situation.

There isn't enough industry in null to live in null without occasionally heading to empire.
It is a PITA to move large amounts of goods, especially ships.
BPOs, especially researched are too valuable to be in null.
The limited number of stations and how spread out they are means that much more time and risk to get research/copy/inventing BP, the refined minerals, and the manufacturing slots all together to make something.
There isn't enough demand in any given region of null for someone to make the huge array of products that someone might want to buy.
So since everyone has to go to empire to get goods anyway there isn't a lot of market for goods to be sold in null.
The risk aversion for a lot of people in null isn't the isk it is the time.
And if you do produce something your possible market is a fraction of what it would be in Empire, you can only sell to your alliance and their allies, no one else can possibly get to your goods, but in empire you can sell to 99% of the playerbase.

Many alliances get around parts of this with reimbursement programs but those are almost always for very specific ships and often only for alliance PvP outings. There is a good chance any given player (especially fairly new) can't fly (or at least well) the ships the alliance wants everyone to use. Also most of those are for BCs and below, if you wanted to do lvl 4 missions or the high end anoms you pretty much need a BS and probably not one in the PvP fit that might be available for the reimbursement program.
Then on top of that the all might killboard seems to be the fixation of so many alliances, so if you are out taking risks to make money and do loose the ship not only are you out the isk for the ship, the time it takes to replace it, you're also getting yelled at by the killboard police because you are making the alliance look bad by dieing .

I have no idea what the solutions might be. I think having more fully equipped stations would help some aspects of it, but not everything. The cloaky haulers ease the pain of some moving but they are limited in use (many can't even move a cruiser, too small for raw minerals for manufacturing), they are also not that quick to train into and all of the larger haulers are too vulnerable or extremely expensive.

The thing I miss about empire the most when in null isn't the safety, it is the convenience.


You are right about stations but they are being vastly improved in odyssey.

Generally speaking it isn't as profitable to loot anoms as to just keep running them. If you must do it then collect and reprocess or ship to jita in bulk.

For safing up poses work just as well as stations. I defy you to find a 0.0 system with no towers in it.

No one replaces PvE ships, nor should they. You have to either make a stupid mistake, be afk or be monumentally unlucky to lose a PvE ship in any circumstance (with the possible exception of WH caps but getting caught while in siege is pretty unlucky). Why should I, as an alliance mate, pay for your **** up while you were doing personal things and not helping me or the alliance in any way. Any ridicule you get for losing ratting ships you probably deserve. If someone seriously gets mad at you for making them 'look bad' at internet spaceships then why are you in an alliance like that? Tell them to go **** themselves and drop roles. It is no ones fault but your own if you put up with it.

Decent alliances (if not all of them) have stocked market systems with 90% the things you could need and have a jump service to get the other 10% from jita.

In short all of the problems you are having can be overcome with a little effort and a decent alliance.
Erloas
Sebiestor Tribe
Minmatar Republic
#65 - 2013-05-30 19:06:04 UTC
Cameron Cahill wrote:
No one replaces PvE ships, nor should they. You have to either make a stupid mistake, be afk or be monumentally unlucky to lose a PvE ship in any circumstance (with the possible exception of WH caps but getting caught while in siege is pretty unlucky). Why should I, as an alliance mate, pay for your **** up while you were doing personal things and not helping me or the alliance in any way. Any ridicule you get for losing ratting ships you probably deserve. If someone seriously gets mad at you for making them 'look bad' at internet spaceships then why are you in an alliance like that? Tell them to go **** themselves and drop roles. It is no ones fault but your own if you put up with it.


What I had meant by loosing a PvE ship is not loosing it to rats, it is loosing it to other players while ratting. It doesn't take a whole lot of interference from another player, even in a frigate, to push the balance on some of the more difficult anoms/missions. And since many of them have scrambling rats there are times when you can't escape as soon as someone enters the system.

And I agree completely with an alliance not replacing a PvE ship. The point was that if that did happen not only are you out the cost of the ship, you are also out the time it takes to replace the ship. And that downtime could cost you more then the ship.

The other side of that is also that it is dangerous to PvE in null when enemies are around, so when they come around you get safe and wait. Even if you never loose a ship you loose a lot of productivity time. If I have 2 hours to play in the evening and I'm in empire I could spend that entire 2 hours making money in whatever way I want. If I'm in null with that same 2 hours I spend a bit of time checking intel for hostiles close by, earn money for a while, probably end up somewhere safe for 30 minutes of that time while hostiles are too close/in system, and end up with maybe 1.5hrs worth of productivity time. So I would have to make about 33% more while I'm out to make up for lost productivity just in terms of time, and even more then that if I want to come out ahead considering the increased risk and potential for ship loss.

Which is another form of convenience, being able to do what you want to do when you want to do it. And of course this part is a lot more variable, depending how deep into null you are, how close you are to your alliance's border, how busy the system is (busier draws more friendlies for protection but also more enemies because targets are around), and what time of day you are playing. If you can only play during "prime times" you are more likely to run into hostiles. There is a good chance you will be playing during prime times too, because the fact that most people have about the same time off is the reason it is prime time in the first place.

As for looting the anoms, it usually seems worth it if you have a noctis and reasonable skills, especially as you can usually clear the anoms that are best for your ship and abilities faster then they respawn so you can clear one while waiting for the next to spawn.
Cameron Cahill
Deaths Consortium
Pandemic Horde
#66 - 2013-05-30 19:31:42 UTC  |  Edited by: Cameron Cahill
Erloas wrote:

What I had meant by loosing a PvE ship is not loosing it to rats, it is loosing it to other players while ratting. It doesn't take a whole lot of interference from another player, even in a frigate, to push the balance on some of the more difficult anoms/missions. And since many of them have scrambling rats there are times when you can't escape as soon as someone enters the system.

And I agree completely with an alliance not replacing a PvE ship. The point was that if that did happen not only are you out the cost of the ship, you are also out the time it takes to replace the ship. And that downtime could cost you more then the ship.

The other side of that is also that it is dangerous to PvE in null when enemies are around, so when they come around you get safe and wait. Even if you never loose a ship you loose a lot of productivity time. If I have 2 hours to play in the evening and I'm in empire I could spend that entire 2 hours making money in whatever way I want. If I'm in null with that same 2 hours I spend a bit of time checking intel for hostiles close by, earn money for a while, probably end up somewhere safe for 30 minutes of that time while hostiles are too close/in system, and end up with maybe 1.5hrs worth of productivity time. So I would have to make about 33% more while I'm out to make up for lost productivity just in terms of time, and even more then that if I want to come out ahead considering the increased risk and potential for ship loss.

Which is another form of convenience, being able to do what you want to do when you want to do it. And of course this part is a lot more variable, depending how deep into null you are, how close you are to your alliance's border, how busy the system is (busier draws more friendlies for protection but also more enemies because targets are around), and what time of day you are playing. If you can only play during "prime times" you are more likely to run into hostiles. There is a good chance you will be playing during prime times too, because the fact that most people have about the same time off is the reason it is prime time in the first place.

As for looting the anoms, it usually seems worth it if you have a noctis and reasonable skills, especially as you can usually clear the anoms that are best for your ship and abilities faster then they respawn so you can clear one while waiting for the next to spawn.


That's what I meant, if it gets to the stage where another player 'interferes' as you so aptly put it with your PvE ship then you have either made a daft mistake or been really very unlucky. The pointing rats should be dead very soon after they spawn, if they are not then its a mistake, if they spawn just as a neutral enters, then it's bad luck.

If you really are that focused on productivity then perhaps highsec is the place for you, 0.0 players tend to need more of a sense of fun and more to the way they play the game than just making money. For example if hostiles come near by your first response should not be 'oh noes my isk/hour' but rather 'Great! Targets! Now, where did I leave my sleipnir? Has someone got a fleet up?'

Move onto the next anom of that type in your system, if you are bothering to rat there it should have more than one at a time.
Mal Lokrano
Federal Navy Academy
Gallente Federation
#67 - 2013-05-31 05:14:50 UTC  |  Edited by: Mal Lokrano
Personally the problem is empire is so lucrative, and a good portion of 0.0 truesec being so bad that most space is crap even after fully upgraded. Look at Cloud Ring maybe 4 systems at the most that could be considered decent to good truesec status. That mans that the rest of them, even upgraded to max, would never be good as most highsec level 4 agent systems. I mean heck at our peak hours in many times we have 20-30 characters in the crappy systems competing for anoms.

Considering an agent is infinite, and that highsec means relative safety, means that why compete for the limited anoms in a crap truesec system? You can sit in highsec and milk level 4 agents while also making LP to make money off of as well.

"When going to a Party with wine, women, and song. Always ascertain the vintage of the first two."

Erloas
Sebiestor Tribe
Minmatar Republic
#68 - 2013-05-31 14:27:32 UTC
Cameron Cahill wrote:

That's what I meant, if it gets to the stage where another player 'interferes' as you so aptly put it with your PvE ship then you have either made a daft mistake or been really very unlucky. The pointing rats should be dead very soon after they spawn, if they are not then its a mistake, if they spawn just as a neutral enters, then it's bad luck.

If you really are that focused on productivity then perhaps highsec is the place for you, 0.0 players tend to need more of a sense of fun and more to the way they play the game than just making money. For example if hostiles come near by your first response should not be 'oh noes my isk/hour' but rather 'Great! Targets! Now, where did I leave my sleipnir? Has someone got a fleet up?'

Move onto the next anom of that type in your system, if you are bothering to rat there it should have more than one at a time.


I agree that it would have to be bad luck or the player just not paying attention to be caught unaware in null sec. I put it as interferes mostly because the kind of ships that could get to you fast enough to lock you down probably doesn't have the DPS to threaten a PvE tanked BS on its own but is enough to break the tank with the help of the rats.

The main problem with trying to fight the roaming hostiles is that they come in 2 main varieties, the larger gangs that you have no hope of taking on your own and solo ships that are almost impossible to catch short of luck or a bubble on a gate and some luck. And it isn't that fighting them isn't fun, but it might not be what you have time for, because hunting down hostiles almost always takes a lot more time then running an anom.

As for the productivity, or loss of isk/hour, that is sort of the point of the thread. The fact that it isn't more profitable being in null compared to high-sec because you have nothing else to worry about in high-sec. Why don't more people leave empire to be in null? Because while null is more profitable in theory, in practice you have to dock up and wait or switch ships and try to hunt someone down. So in the end over any given period of time you are probably making less isk in null because there is a lot more downtime.
Teckos Pech
Hogyoku
Goonswarm Federation
#69 - 2013-05-31 14:58:20 UTC
Cameron Cahill wrote:
For example if hostiles come near by your first response should not be 'oh noes my isk/hour' but rather 'Great! Targets! Now, where did I leave my sleipnir? Has someone got a fleet up?'


A good point about the general attitudes between a null player and an empire player, generally speaking. Which is why you'll still see people in some null systems even though they could probably make more isk/hour in empire.

Erloas wrote:

The main problem with trying to fight the roaming hostiles is that they come in 2 main varieties, the larger gangs that you have no hope of taking on your own and solo ships that are almost impossible to catch short of luck or a bubble on a gate and some luck.


Which is why you should be on comms (I've noted elsewhere this is a good rule of thumb in null) and for that single hostile grab a buddy, one of you gets in a dictor the other a dps ship (yes I know it isn't a sure thing, but nothing in Eve is really a sure thing). As for the larger gang, again if you are on comms you might be able to form up a response fleet in time. Sometimes a bigger gang will hang around to try and draw out a fight. Of course, get up a response fleet with reasonable numbers and in a fleet doctrine...kitchen sink likely wont end well.

And the upside is if you kill these guys, maybe they wont be back later...they'll look elsewhere for their kills giving you a chance to make more isk/hour so you can keep buying the PvP ships.

Quote:
As for the productivity, or loss of isk/hour, that is sort of the point of the thread. The fact that it isn't more profitable being in null compared to high-sec because you have nothing else to worry about in high-sec. Why don't more people leave empire to be in null? Because while null is more profitable in theory, in practice you have to dock up and wait or switch ships and try to hunt someone down. So in the end over any given period of time you are probably making less isk in null because there is a lot more downtime.


But you are sort of making Cameron's point. The idea of basing the cost of sov on the number of systems, which is also based off the number of pilots a system can support is going to be problematic.

1. Null, while in theory offers greater rewards, the greater risks can mitigate the actual rewards in practice. (Your point)
2. Not all regions are the same, some have great true sec (e.g. Deklein) some don't (e.g. Cloud Ring). Even upgrading a poor system wont make it much better.

Oh, and BTW, look at Dotlan OP....Goons just purged a bunch of pilots, most likely inactives. About 2,500.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Cameron Cahill
Deaths Consortium
Pandemic Horde
#70 - 2013-05-31 23:00:46 UTC  |  Edited by: Cameron Cahill
Erloas wrote:

I agree that it would have to be bad luck or the player just not paying attention to be caught unaware in null sec. I put it as interferes mostly because the kind of ships that could get to you fast enough to lock you down probably doesn't have the DPS to threaten a PvE tanked BS on its own but is enough to break the tank with the help of the rats.

The main problem with trying to fight the roaming hostiles is that they come in 2 main varieties, the larger gangs that you have no hope of taking on your own and solo ships that are almost impossible to catch short of luck or a bubble on a gate and some luck. And it isn't that fighting them isn't fun, but it might not be what you have time for, because hunting down hostiles almost always takes a lot more time then running an anom.

As for the productivity, or loss of isk/hour, that is sort of the point of the thread. The fact that it isn't more profitable being in null compared to high-sec because you have nothing else to worry about in high-sec. Why don't more people leave empire to be in null? Because while null is more profitable in theory, in practice you have to dock up and wait or switch ships and try to hunt someone down. So in the end over any given period of time you are probably making less isk in null because there is a lot more downtime.


If you can't take on a fleet by yourself then form a fleet with your corp/alliance mates and go killed them together. This is an mmo after all.

If you don't have time to play the game then you don't have time to play the game. Altering game mechanics won't change that.

Generally you will make more isk (as roaming gangs are actually fairly rare in most parts of 0.0) and some days you will have fun instead, I fail to see how this is a bad thing.

The point of a thread was about sov costs based on number of systems held, which is easily exploitable and some mechanic based on the number of pilots a system can support, which is daft as there are swathes of 0.0 which can't support anyone above the 'minimum wage' (isk/hour of a fairly competent L4 runner in highsec).