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Player Features and Ideas Discussion

 
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Idea: Dynamic Security Status.

Author
Kraal Utrecht
Viziam
Amarr Empire
#1 - 2013-06-29 13:36:42 UTC  |  Edited by: Kraal Utrecht
Sandbox?
Eve is pretty much player driven in many aspects, however constant forum battles are spawning about how to encourage players to go to NullSec or LowSec or make more PVP opportunities or do something more profitable according to risk.

Such battles are a good thing showing that players are caring about the game and want to be part of it, want to make it change.
Unfortunately we do not have really way to do it.
The problems with those forum battles are that they re taking place on Forum while they should be observed in the game!

So how to make players do that? How to move forum dispute about benefits or lack of players or other topics concerning Sec status of regions and players inhabiting those and neighboring regions?

Answer is simple in principal - allow players to influence security status of regions!

Players are already doing tons of missions, are ganking, destroying, looting, mining.
Lets make all those actions influence security status of regions that witness those actions.

Simple Idea.
The influence should be simple - by doing what players do till now should with little steps influence the situation around them.
Example of mechanics:
Player A in system ABC (0.5) is doing mining and delivery missions, player B is doing security missions and player C is ganking miners in ABC and is gatecamping with friends on gate in XYZ (0.4) that leads to ABC.
The influence:
Player A is enhancing profits of corporations in this system what makes them interested in having secure outpost. That is making those npc corporations willing pay taxes that cover CONCORDs expenditures on its actions in that sector. So whenever Player A does mission for Corporation1 this Corporation1 is by bit - increasing security status of all sectors it has bases in.
Player B (security missions) however will (no matter where the mission will be staged, it only matters where was given) will influence by its actions this particular system but in greater way than Player A.
Player C whenever destroy ship or podkill - will lower security status of this particular system where this happened.
On the server restart - all those little influences will be summed up and will modify original systems security status. The equation can be simple:
original security status + (player derived status from previous day + current day)*natural drift multiplier
where:
original security status - present day status
player derived status - status players worked out by doing missions/fighting/etc
natural drift multiplayer - multiplier telling us how fast security status of particular system will tend to go back to its original state, how much effort resident corporations are willing to give to return to original status, i.e. importance of system
example equation:
original(0.5)+(previous day(-0.2)+current day(-0.1))*0.8
So after downtime, this exemplary system will have 0.5-0.3*0.8=0.26 (rounding up) so it will have security status of 0.3 for the next day. For the next day t will be lowsec with all security implications.

To make this mechanics self regulatory we can add bonus for non combat missions the higher the security above original and bonus for combat mission when below the original. The higher differences the better and with use of global and regional additional modifiers we can control the movements of security.

Additionally we can add some percentage of influence on neighboring systems.
Example equation:
System X gained +0.5 status and its natural drift multiplier is 0.2 (extremaly important as whatever changes players will do will be countered strongly by empire or corps inhabiting system). Now by difference of 1-drift multiplayer (so 0.8 in our case) this region will influence other region by redistributing in final compute 80% of its player derived status evenly.
So in the end if X would have only 1 neighbor, that neighbor would gain +0.4 status and X would only gain +0.1.
So not only X gained little - it spend 80% of gained status to improve status of systems around it. If it would loose status - it would minimize its loss by "staling" neighbors their security status.


In the end.
Organized players could target systems of lower importance and by aggressive actions (thefts, destroying ships, podkills) could lower security status of systems on major trade routes and that would bring more pvp occasions between those players and those who would like to get past those sectors and those who would wish to make sec status of that system higher (or just profit from doing security missions with better rewards).



Any changes you would make?
Any opinions o whole or any particular part of this general idea?
All is debatable - the them is Dynamic Security status for regions, influenced by player actions so if you have something better - post it!

*all values and equations made up for exemplary purposes*
Mag's
Azn Empire
#2 - 2013-06-29 13:48:29 UTC  |  Edited by: Mag's
We've had this idea before. The problem with this suggestion, is the fact that large groups could troll everyone.

I can see the idea, but really don't think it warrants the time and looks too easy to abuse.

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

Shereza
Center for Advanced Studies
Gallente Federation
#3 - 2013-06-29 13:55:54 UTC
Kraal Utrecht
Viziam
Amarr Empire
#4 - 2013-06-29 13:57:19 UTC  |  Edited by: Kraal Utrecht
Mag's wrote:
We've had this idea before. The problem with this suggestion, is the fact that large groups could troll everyone.

I can see the idea, but really don't think it warrants the time and looks too easy to abuse.


By applying correct values to actions and to multipliers drastic actions could be avoided while still allowing organized grups in more planned way influence the security.
I used some huge values to make it more visible how it can work over some long period of time.
It should be method to influence, not rewrite.
Naturally the nullsec would never become lowsec and lowsec would not become null by any means - just to clarify... but actions on nullside would influence what is going on lowsec.

Once again - it is in correct values of multipliers the success or failure of such modification.



Shereza wrote:
https://forums.eveonline.com/default.aspx?g=posts&m=3238076

Feel free to read my response, https://forums.eveonline.com/default.aspx?g=posts&m=3238076#post3238076 , and consider it a response to this topic as well.

In my proposal I tried to keep changes to the game itself as simple as it gets - just a bunch of variables and some computing during downtime.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#5 - 2013-06-29 14:11:59 UTC
Kraal Utrecht wrote:
Any changes you would make?
Any opinions o whole or any particular part of this general idea?
All is debatable - the them is Dynamic Security status for regions, influenced by player actions so if you have something better - post it!

*all values and equations made up for exemplary purposes*

There is glaring flaw in your plan: there are no belts, signatures or agents in Jita but ganking happens non-stop. So by your system Jita will become null-sec in no time. Players may choose another system to be trade hub, but then same thing will happen and it will be even laggier that Jita currently is due to agent run, mining and other activities.

Also as it was mentioned above: any large enough group could (and will) turn most (all) popular agent run hubs into low-sec.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Shereza
Center for Advanced Studies
Gallente Federation
#6 - 2013-06-29 14:20:30 UTC
Kraal Utrecht wrote:
In my proposal I tried to keep changes to the game itself as simple as it gets - just a bunch of variables and some computing during downtime.


You're not going to get dynamic system security changes with a lowest bidder proposal. Trying to keep changes at a minimum in this situation is a recipe for failure. My idea at least at least provides a chance for PvE'ers to have a say in the matter (in a fashion they're comfortable with) as well as providing something other than just the security rating hit for engaging in system security lowering activities.
Omnathious Deninard
University of Caille
Gallente Federation
#7 - 2013-06-29 16:29:46 UTC
What will stop me and a group of friends from making suicide alts and force a security status into low sec, then bring in carriers, a couple titans and a rorqual, then force the security status to go back up and bringing in a large group of people to keep the status in that system up?

If you don't follow the rules, neither will I.

Zakeus Djinn
Who Called In The Fleet
#8 - 2013-06-29 21:35:13 UTC
I think it would be far better if such a system was based off of factional warfare, where capturing systems lowered the sec status of nearby systems of the opposing faction, with the difficulty in lowering the sec status of systems increasing the fewer systems held by the corresponding faction.
Caleb Ayrania
TarNec
Invisible Exchequer
#9 - 2013-06-30 00:10:25 UTC
A simple variation on the wish for dynamic sec would be deeper integration of FW into the game..

Let random incursions temporarily follow the faction policy mechanics. So security status becomes faction standing dynamic.

Thus sometimes one mans low sec becomes another pilots high sec.

A bit like a faction based version of the dynamic "pvp zones" that are in Pirates of the Burning Sea, but done EVE styled..

Kraal Utrecht
Viziam
Amarr Empire
#10 - 2013-06-30 19:09:07 UTC  |  Edited by: Kraal Utrecht
Caleb Ayrania wrote:
deeper integration of FW into the game..



I am not really into FW, but wouldn't it required players to join FW to have effect on them?
Not that I am against FW, I personally would like more incentive for pilots and (especially) corporations to join FW (something like if corp want to hold control over nullsec then must join FW or whatever other reason to "encourage" corps to join FW and take some at least minimal part in it).

Anything to make game more dynamic, because it feels so ... still.
Alvatore DiMarco
Capricious Endeavours Ltd
#11 - 2013-06-30 19:15:49 UTC  |  Edited by: Alvatore DiMarco
I, for one, look forward to the fleets of carriers and dreadnoughts coming to Dodixie during a lowsec ebb and staying there once the security status has risen to highsec levels again.

Also, +1 for OP introducing himself to the search feature.
Kraal Utrecht
Viziam
Amarr Empire
#12 - 2013-06-30 20:19:23 UTC
Alvatore DiMarco wrote:
Also, +1 for OP introducing himself to the search feature.


It is not that...
Ii is just simple matter of sharing feel of what game could use or what could change and checking if there are more players that have similar feeling. By reading old topics or posting there you do not do this really.
If every new player that care at least that much to visit forum, for other reasons that posting that he cannot play for some reason, and post about same thing that others posted before - there obviously is something odd...

I have read somewhere that for every 5 new players 4 will resign and probably never reach for EVE again.
The game is not hard. On the contrary it is easy, information is easy to obtain and the only hard part is getting used to loosing ships so some big chunk of your wealth in the first "days" of gameplay.

My personal opinion is that game for all those 4 new players EVE is just not dynamic enough. We are living in the age of instant gratification and in EVE we have to wait for everything. From the simple cycling to get any ore in mining to when one is able to fly better ships.
Even if the game is not that dynamic for someone, it is important to provide feeling of immediate surroundings being dynamic (at least in places or in forms it would be expected to be). Nobody cares about some war that is held on the other side of gameworld.
You are sitting in comfy chair in front of at least decent computer - tell me how much do you care about Africa or civil war in Siria?
...

That is why me or others start topics that ware many times started in the past...


For those that do not like to read:
It is same like: someone stole your car, go google similar cases in the past instead calling police...
sabre906
The Scope
Gallente Federation
#13 - 2013-07-01 00:27:59 UTC
Burn Jita!Big smile

This definitely won't break Eve.
Kraal Utrecht
Viziam
Amarr Empire
#14 - 2013-07-01 00:40:02 UTC
sabre906 wrote:
Burn Jita!Big smile

This definitely won't break Eve.

May even help it....Blink
Rough love. Cool
Commander Ted
Caldari Provisions
Caldari State
#15 - 2013-07-01 15:15:02 UTC
The idea in my signature could apply to this.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.