These forums have been archived and are now read-only.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

The problem with removing local

First post
Author
Nikk Narrel
Moonlit Bonsai
#81 - 2013-08-19 21:47:39 UTC
Scatim Helicon wrote:
Gizznitt Malikite wrote:
I've personally led 5 man frigate gangs into the heart of enemy territory, with enemy local at 20-100 (it mattered not) and easily killed ratters.

But Gizznitt, how can this possibly be? Everyone knows that the ratters are warned by intel networks about any hostile within 20 jumps, and can just instantly dock the second unfriendlies appear in system! Local is such a perfect infallible tool that literally no ratters are ever caught out by roaming gangs, it's simply impossible!

Here's the thing - I actually agree with much of the sentiment about nullsec ratting being too low-risk, and that part of the reason for that is local intel. I'd very much like to see a system where the careless, ignorant, or simply unlucky ratter would be at greater risk from hostile action. But a no-local nullsec doesn't provide that, it merely gives us a one-sided ganking arena where stealth bombers decloak and blopdrop the few ratters foolish enough to stick around beyond the first few days, then go back to posting complaint threads on eve-o wondering why they can't find anyone to shoot again.

They screwed up.

Pilot error, it's the only way to nail a target that otherwise has no interest in PvP.

The ratters feeling safe, or not seeing the names, clearly was a mistake.

I wish stories like that happened more often, but we all know they don't happen often enough.
Sigras
Conglomo
#82 - 2013-08-19 22:24:35 UTC  |  Edited by: Sigras
Gizznitt Malikite wrote:
The truth is, the ratters felt "safe" because they had so many brethren in system. That or our appearance was obfuscated by the long list of allies.

You hit the nail on the head though:
Ratting is too safe. -- I'm a pretty competent skirmisher, and in the 10-20 seconds it takes me to locate a ratter, + the time to warp to the target, anyone paying attention can get away 99% of the time. Hell, when I have their location pre-bookmarked, I can't even enter system, make a 1 au warp, and lock a mining barge before it enters warp.

Local, which instantly alerts players to my presence, is the most obvious culprit to "nerf". Other options include increasing the number of NPC's that tackle, putting a delay between entering system and appearing in local, etc.

I want ratters to make great isk, even with an occasional BC/BS loss. But hey should also lose those occasional BC/BS's too!

One of the things I despise about nullsec these days, it more and more pilots play the "I can't lose anything" game. Good fights, where the outcome isn't predetermined, just don't happen very often because engaging from a position of potential losses is frowned upon. Losses should be a regular part of the game!

The problem is, in order to make that happen, profits in 0.0 would need to be substantially higher for it to be still worth their while; the problem with that is inflation.

You cant just increase pirate bounties, or lower the ISK:EHP ratio on rats because that will exacerbate the already terrible inflation issue going on in the economy.
You cant increase deadspace/faction/officer drops because that will lower the cost of those modules.
You're actually kinda stuck as to what you can do.

Also you still want to make losses meaningful for people because that's one of the things that makes eve, eve.

Also, It is imperative that ratters can avoid a gank without expecting them to all have flash-esque reflexes, luck or a 6th sense. Yes skill and effort need to be involved, but it needs to be something everyone can do.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#83 - 2013-08-19 22:49:29 UTC
Sigras wrote:
Gizznitt Malikite wrote:
The truth is, the ratters felt "safe" because they had so many brethren in system. That or our appearance was obfuscated by the long list of allies.

You hit the nail on the head though:
Ratting is too safe. -- I'm a pretty competent skirmisher, and in the 10-20 seconds it takes me to locate a ratter, + the time to warp to the target, anyone paying attention can get away 99% of the time. Hell, when I have their location pre-bookmarked, I can't even enter system, make a 1 au warp, and lock a mining barge before it enters warp.

Local, which instantly alerts players to my presence, is the most obvious culprit to "nerf". Other options include increasing the number of NPC's that tackle, putting a delay between entering system and appearing in local, etc.

I want ratters to make great isk, even with an occasional BC/BS loss. But hey should also lose those occasional BC/BS's too!

One of the things I despise about nullsec these days, it more and more pilots play the "I can't lose anything" game. Good fights, where the outcome isn't predetermined, just don't happen very often because engaging from a position of potential losses is frowned upon. Losses should be a regular part of the game!

The problem is, in order to make that happen, profits in 0.0 would need to be substantially higher for it to be still worth their while; the problem with that is inflation.

You cant just increase pirate bounties, or lower the ISK:EHP ratio on rats because that will exacerbate the already terrible inflation issue going on in the economy.
You cant increase deadspace/faction/officer drops because that will lower the cost of those modules.
You're actually kinda stuck as to what you can do.

Also you still want to make losses meaningful for people because that's one of the things that makes eve, eve.

Also, It is imperative that ratters can avoid a gank without expecting them to all have flash-esque reflexes, luck or a 6th sense. Yes skill and effort need to be involved, but it needs to be something everyone can do.


Yes, inflation is a potential issue. However, I think you're taking it a bit far. If nullsec ratting were to become a "more" significant isk faucet, it is not the nullsec ratters that would be hurt the most, it would be the "lesser" isk faucets that get hurt. Realistically though, it would then be the resource gatherers (miners) that win, as mining becomes more profitable.

You can already make 50m isk/hr mining in nullsec, you can make 20-50m isk/hr ratting in nullsec. The issue is people are running anomalies in 500-1b isk ships, instead of ships more "reasonable' for the suggested loss rate.

And I agree, the local ratter should have a "reasonable" chance of getting away. I think the best solution is to make local into an intel system where you are instantly informed when a new pilot comes into local, but you don't get to know who they are unless they are in fleet with you, or unless they are within "scan range of your ships scanners".
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#84 - 2013-08-19 22:51:35 UTC
Sigras wrote:

The problem is, in order to make that happen, profits in 0.0 would need to be substantially higher for it to be still worth their while; the problem with that is inflation.

You cant just increase pirate bounties, or lower the ISK:EHP ratio on rats because that will exacerbate the already terrible inflation issue going on in the economy.
You cant increase deadspace/faction/officer drops because that will lower the cost of those modules.
You're actually kinda stuck as to what you can do.

Also you still want to make losses meaningful for people because that's one of the things that makes eve, eve.

Also, It is imperative that ratters can avoid a gank without expecting them to all have flash-esque reflexes, luck or a 6th sense. Yes skill and effort need to be involved, but it needs to be something everyone can do.

While I agree that increasing ISK payouts is not an option there are other things you can do.

You could implement some sort of LP payout through one of the faction navies or CONCORD. I think this would have a much better chance of working if CCP were to add LP to the market. So even if you didn't want to spend the LP you could still sell the LP making you richer without adding isk to the game.

You can actually create new deadspace modules to fill in the notable holes. Right now there are faction, but not deadspace weapons upgrades. 7 types of weapons upgrades. 3 levels (C, B and A-type.) would mean 21 new modules. There really isn't pirate faction or deadspace Drone mods. 4 Drone upgrades with a pirate faction and 3 levels of deadspace and that is another 16 mods. Do it again with Faction and Deadspace EWAR, engineering, and electonics mods because there are a lot of holes there. Then you could do (I know this is risky, but I think you could balance them) ASBs, AARs, and MJDs. Another option would be to create more pirate ships for more ship BPC drops. I think there is room for over a hundred+ new modules. But once you create these things you can raise the overall drop rate, while not creating an overabundance of a single mod.
Sigras
Conglomo
#85 - 2013-08-20 01:03:46 UTC
Gizznitt Malikite wrote:
Yes, inflation is a potential issue. However, I think you're taking it a bit far. If nullsec ratting were to become a "more" significant isk faucet, it is not the nullsec ratters that would be hurt the most, it would be the "lesser" isk faucets that get hurt. Realistically though, it would then be the resource gatherers (miners) that win, as mining becomes more profitable.

well true, but the main loser is the entire economy because more isk in without more isk out means more inflation meaning less buying power for all isk everywhere.

Gizznitt Malikite wrote:
You can already make 50m isk/hr mining in nullsec, you can make 20-50m isk/hr ratting in nullsec. The issue is people are running anomalies in 500-1b isk ships, instead of ships more "reasonable' for the suggested loss rate.

Its true, but I routinely make 20-40m isk/hr running missions in high sec with a dominix and one faction module. Im sure I can not do much better than that in 0.0 and I would consider that a fairly reasonable fit. The point being if you make 0.0 riskier, people will be flying economy fits that they can afford to lose over and over again (which they should already be doing) but being forced into those ships/fits will drop their isk/hr below what they can get in high sec running level 4s with a slightly twinked out fit.

Gizznitt Malikite wrote:
And I agree, the local ratter should have a "reasonable" chance of getting away. I think the best solution is to make local into an intel system where you are instantly informed when a new pilot comes into local, but you don't get to know who they are unless they are in fleet with you, or unless they are within "scan range of your ships scanners".

I would add "or they talk in local" to that list. That is an interesting idea but it does not solve the semi AFK cloaker issue, nor does it prevent cloaked ships from being 100% safe both of which are problems.

Ive been thinking of a local replacement but its tough to keep balanced . . . hmmmm
W0lf Crendraven
Federal Navy Academy
Gallente Federation
#86 - 2013-08-20 01:12:43 UTC
Nikk Narrel wrote:
W0lf Crendraven wrote:
Removing local would be terrible for this game, it would be a huge buff to "lame" pvp and blobs and a significant nerf to solo pvp.


The only good thing would be that it enables (but makes it a pita to find them) to catch lazy rattters in nullsec.

You have this backwards.

With obviously expected intel channels, and other communications present in sov space, Local is the only thing keeping the lazy ganker flying.

If you are mining or ratting, and you are NOT using your intel channel, you are a special little rainbow who expects prancing unicorn ponies to whisk you to safety before any bad bad nasty piwates show up, yup!
That pathetic lack of effort, not using intel channels in a game where you supposedly can be shot at, speaks volumes about what a team player is and is not. Clearly you are not helping your so-called buddies by contributing to the intel either, ya selfish greedy ISK monger.

Here is something that is difficult for many to grasp, but is an important detail that those hunting will not have an advantage because of local being missing.

The advantage will always belong to whoever has sov, simply because the intel channels and patrols supplying them will be a huge advantage.

Those hunting in hostile territory will be on their own, and with no local to artificially tell them where everyone is, chances are they will have no idea.
They can, of course, guess, or do research to learn where people usually hang out, but unless someone spies for them and tips them where to look, they will be effectively blind.

Local is never the friend of PvE. PvE has a far more obvious advantage trading it in for an intel channel while the hunters are blind.


No, as is said no local means that you can easier catch ratters and miners. Any serious pvp gets nerfed however and its a huge buff to blobbers and "lame" (falcons, cloaky logis and the like) pvp.

Local should stay.
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#87 - 2013-08-20 06:00:03 UTC
Sigras wrote:
Several people have suggested that local is a large intel problem in 0.0 and needs to be removed.
Cloaking ships
This is not to be confused with the AFK cloaking issue because it isnt; in fact removing local would be the perfect solution to AFK cloaking; nobody would ever waste their time AFK cloaking in a system because nobody would know that they are there.
Thoughts?

What's more no one would have to worry about the person they don't know is cloaked and happens to be in the restroom. The truth is the best solution is to leave local and remove only the cloaked from local.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Sigras
Conglomo
#88 - 2013-08-20 06:48:00 UTC  |  Edited by: Sigras
Ive come to a decision. Local provides infallible effortless information and does indeed need to be nerfed, but it needs to be nerfed in one specific way.

The effortlessness needs to be removed, but the infallibility needs to stay.

To acquire the information local now effortlessly provides should take effort, however you still need to be able to get the same amount of information. You should be able (with effort) to get the same information on who is in the system and should be able to definitively tell if anyone (cloaked or not) is in the system, not based on intel or assumptions or extrapolation or anything like that but infallibly definitively you should be able to tell if anyone is in the system.

This is the only way to remove the threat of unavoidable blopdrop or titan bridge insta-death.

In exchange, the value of the loot in 0.0 will be increased as per the previous suggestions to compensate ratters for their additional work

Thoughts on a mechanic that will facilitate this?
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#89 - 2013-08-20 08:02:49 UTC
I think there is potential for a system where the more effort you put in the closer to infallible you get. The less effort you put in the results are more fallible. More effort = less, up to potentially zero, mistakes, less effort = higher likelihood of a mistake appearing. No guarantee of perfection, but the more effort you put in, to a limit, will result in higher.

You know... intel networks fit the bill. The more effort you put in to watching the gate the closer to perfect your results as to who is in the space will be. Combo that with watchlists and locator agents and you can know with near infallibility who is in the space.

Aside from seeing a cloaked ship jump through a gate you really shouldn't be able to tell it is there. That is kind of the purpose of a cloak. The AFK cloaky "problem" is exactly this. The ship is cloaked and unless local told you it was there you would never know. Good luck getting a mechanic that will tell you a cloaked ship is there without the game straight up telling you or you visually seeing them jump through a gate.
Sigras
Conglomo
#90 - 2013-08-20 08:32:49 UTC
The problem with that is an intel network, no matter how much effort you put into it is never going to be infallible. You know that it is impossible to keep people out of your space.

I myself have half a dozen cyno alts ready to go that almost never log in; all i have to do is sneak into a system being seen by the guards and cloak. They can then never know whether or not they can be safe in that system because I never have to leave so their locator agents will always show me in that system

This makes the AFK cloaker problem worse because you have to assume that they're always in system.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#91 - 2013-08-20 08:49:17 UTC
Sigras wrote:
The problem with that is an intel network, no matter how much effort you put into it is never going to be infallible. You know that it is impossible to keep people out of your space.

I myself have half a dozen cyno alts ready to go that almost never log in; all i have to do is sneak into a system being seen by the guards and cloak. They can then never know whether or not they can be safe in that system because I never have to leave so their locator agents will always show me in that system

This makes the AFK cloaker problem worse because you have to assume that they're always in system.

You are missing watchlists. Watchlists show online/offline status. Granted this is game given intel and should probably be removed... But still if they know you are there through their intel network and locator agents and their watchlist shows you as online then guess what: the space isn't safe.

The system shouldn't be infallible. Simple as that. You can't have a system that is effort based, but gives infallible results no matter how much effort you put in. Things just don't work like that. At a certain point a lack of effort needs to yield fallible results. And without the game telling you there are cloaked ships in system you will never know they are there. You won't get effort and infallibility. As long as cloaks exist you won't get infallibility. If you want infallibility you will need to go back to highesc to get it.
seany1212
M Y S T
#92 - 2013-08-20 09:00:21 UTC  |  Edited by: seany1212
I don't want them to remove local personally, i think it's quite good for if i'm looking for a fight.

But while local exists you're going to get those who cry foul on the forums on a constant basis because they can't rat/mine/complex/data sites with total impunity because they can see in local somebody who shouldn't be there (AFK Cloaking Collection Thread, Cloak Fuel, Log-In Traps, etc) and the strongest case that i have for local being removed that is, do you know who doesn't complain on a constant basis about anything to do with local, cloaking, AFK or whether someone is online or not... Wormhole Residents Roll


EDIT: I'd rather they removed local for null sec (delayed or otherwise implemented) than beginning to break down other areas of gameplay that work perfectly fine everywhere else.
Sigras
Conglomo
#93 - 2013-08-20 09:27:22 UTC
Aliventi wrote:
Sigras wrote:
The problem with that is an intel network, no matter how much effort you put into it is never going to be infallible. You know that it is impossible to keep people out of your space.

I myself have half a dozen cyno alts ready to go that almost never log in; all i have to do is sneak into a system being seen by the guards and cloak. They can then never know whether or not they can be safe in that system because I never have to leave so their locator agents will always show me in that system

This makes the AFK cloaker problem worse because you have to assume that they're always in system.

You are missing watchlists. Watchlists show online/offline status. Granted this is game given intel and should probably be removed... But still if they know you are there through their intel network and locator agents and their watchlist shows you as online then guess what: the space isn't safe.

The system shouldn't be infallible. Simple as that. You can't have a system that is effort based, but gives infallible results no matter how much effort you put in. Things just don't work like that. At a certain point a lack of effort needs to yield fallible results. And without the game telling you there are cloaked ships in system you will never know they are there. You won't get effort and infallibility. As long as cloaks exist you won't get infallibility. If you want infallibility you will need to go back to highesc to get it.

That simply isnt true; imagine a system (please note I am NOT suggesting this as a good system) where you drop probes with a 10 AU radius that puts everyone in range into local as it is now but expire every half hour. This would be a system that can provide infallible results but is still based on effort.

The key is to make it a pain to do the work so that most people dont even though they can, but those who are willing to put in the work should reap the rewards.
Sigras
Conglomo
#94 - 2013-08-20 09:34:12 UTC
seany1212 wrote:
I don't want them to remove local personally, i think it's quite good for if i'm looking for a fight.

But while local exists you're going to get those who cry foul on the forums on a constant basis because they can't rat/mine/complex/data sites with total impunity because they can see in local somebody who shouldn't be there (AFK Cloaking Collection Thread, Cloak Fuel, Log-In Traps, etc) and the strongest case that i have for local being removed that is, do you know who doesn't complain on a constant basis about anything to do with local, cloaking, AFK or whether someone is online or not... Wormhole Residents Roll


EDIT: I'd rather they removed local for null sec (delayed or otherwise implemented) than beginning to break down other areas of gameplay that work perfectly fine everywhere else.

Have you ever considered that WH residents dont complain about not having local because they dont have to worry about titan bridging either? Remember what I said:

1. Cyno Bridging
2. Cloaking
3. No Local

Pick two

WH space has 2 and 3 but not 1 as I keep saying . . . apple meet orange . . .
Humang
Sudden Buggery
Sending Thots And Players
#95 - 2013-08-20 09:40:14 UTC
Instead or removing local how about just having an update delay.
For example have it update the list every 60 seconds for low-sec and possibly more for null. Each 'ping' checks who is in system and puts them on the local list, when the next ping arrives, of said person is no longer in local then they are removed.

It still gives people the opportunity to scan someone down before they know they are there, and if the system is camped for any length of time then people can tell.

AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

Nikk Narrel
Moonlit Bonsai
#96 - 2013-08-20 13:58:11 UTC
W0lf Crendraven wrote:
Nikk Narrel wrote:
Here is something that is difficult for many to grasp, but is an important detail that those hunting will not have an advantage because of local being missing.

The advantage will always belong to whoever has sov, simply because the intel channels and patrols supplying them will be a huge advantage.

Those hunting in hostile territory will be on their own, and with no local to artificially tell them where everyone is, chances are they will have no idea.
They can, of course, guess, or do research to learn where people usually hang out, but unless someone spies for them and tips them where to look, they will be effectively blind.

Local is never the friend of PvE. PvE has a far more obvious advantage trading it in for an intel channel while the hunters are blind.
No, as is said no local means that you can easier catch ratters and miners. Any serious pvp gets nerfed however and its a huge buff to blobbers and "lame" (falcons, cloaky logis and the like) pvp.

Local should stay.

You are assuming that a hunting character can see more intel than you can, in your own systems.

Since you can scan, launch probes, and use team work to share information on an intel channel, how are you at a disadvantage?

Do you feel, in null sec, that you should not NEED to use teamwork?

Do you feel your blue network is littered with spais, so you will be ratted out and betrayed?

How is this benefiting a hostile outside their own territory more than you?

(And if you mean by easier, that they have any chance at all compared to staying aligned and hitting warp currently possible, you weren't paying attention when null ice got nerfed.)
Jenn aSide
Worthless Carebears
The Initiative.
#97 - 2013-08-20 14:30:10 UTC
Nikk Narrel wrote:
Scatim Helicon wrote:
Gizznitt Malikite wrote:
I've personally led 5 man frigate gangs into the heart of enemy territory, with enemy local at 20-100 (it mattered not) and easily killed ratters.

But Gizznitt, how can this possibly be? Everyone knows that the ratters are warned by intel networks about any hostile within 20 jumps, and can just instantly dock the second unfriendlies appear in system! Local is such a perfect infallible tool that literally no ratters are ever caught out by roaming gangs, it's simply impossible!

Here's the thing - I actually agree with much of the sentiment about nullsec ratting being too low-risk, and that part of the reason for that is local intel. I'd very much like to see a system where the careless, ignorant, or simply unlucky ratter would be at greater risk from hostile action. But a no-local nullsec doesn't provide that, it merely gives us a one-sided ganking arena where stealth bombers decloak and blopdrop the few ratters foolish enough to stick around beyond the first few days, then go back to posting complaint threads on eve-o wondering why they can't find anyone to shoot again.

They screwed up.

Pilot error, it's the only way to nail a target that otherwise has no interest in PvP.

The ratters feeling safe, or not seeing the names, clearly was a mistake.

I wish stories like that happened more often, but we all know they don't happen often enough.


2 things.

#1, you have not one shred of proof that it "doesn't happen enough". You could , if you parsed a kill board for null sec kills in which one of the damage dealers was an npc (suggesting the intended victim was engaged in pve at some point before being killed). you can go to zkillboard or EVE-kill and find dozens, perhaps hundered of such kills from sov null sec per day.

#2. What you posted demonstrates a disregard for and misunderstanding of human nature. Currently people doing PVE in null tend to not die if they do things right. Cooperate with others, fit to survive, pay attention ect. Even awoxxing can be survived if the player knows what he is doing.

but you're suggesting a situation where a player couyld still "do everything right" and yet still get killed fairly often....

Exactly who wants to play a video game like that? I sure don't. And like me, many people simply would not screw with null sec pve under those circumstances when there's 40 to 80 mil per hour to be made in high level high sec missions or the 80 to 180 mil per hour to be made in high sec incursions, all under the protection of CONCORD.

The end result of no local without massive mechanics changes to nulll and similarly massive nerfs to high, low and WH income (giving the pve player NO CHOICE but to risk null sec to make decent isk) is a totally empty null sec along with an even more stuff high sec. It's already the case that many in null have high sec alts for isk making, it's the null players with only one account who tend to do null pve for isk.

As it is right now, some targets in null is soo much better than none at all. Why do you think CCP "re-iterated" on the military upgrades system and anomalies themselves so many times after the original anom nerf that sent null pve players running to empire?

Sorry, what you want is just unworkable nonsense Nikk Narrel.
Nikk Narrel
Moonlit Bonsai
#98 - 2013-08-20 14:54:26 UTC
Jenn aSide wrote:
Nikk Narrel wrote:

They screwed up.

Pilot error, it's the only way to nail a target that otherwise has no interest in PvP.


2 things.

#1, you have not one shred of proof that it "doesn't happen enough". You could , if you parsed a kill board for null sec kills in which one of the damage dealers was an npc (suggesting the intended victim was engaged in pve at some point before being killed). you can go to zkillboard or EVE-kill and find dozens, perhaps hundered of such kills from sov null sec per day.

#2. What you posted demonstrates a disregard for and misunderstanding of human nature. Currently people doing PVE in null tend to not die if they do things right. Cooperate with others, fit to survive, pay attention ect. Even awoxxing can be survived if the player knows what he is doing.

but you're suggesting a situation where a player couyld still "do everything right" and yet still get killed fairly often....

Exactly who wants to play a video game like that? I sure don't. And like me, many people simply would not screw with null sec pve under those circumstances when there's 40 to 80 mil per hour to be made in high level high sec missions or the 80 to 180 mil per hour to be made in high sec incursions, all under the protection of CONCORD.

The end result of no local without massive mechanics changes to nulll and similarly massive nerfs to high, low and WH income (giving the pve player NO CHOICE but to risk null sec to make decent isk) is a totally empty null sec along with an even more stuff high sec. It's already the case that many in null have high sec alts for isk making, it's the null players with only one account who tend to do null pve for isk.

As it is right now, some targets in null is soo much better than none at all. Why do you think CCP "re-iterated" on the military upgrades system and anomalies themselves so many times after the original anom nerf that sent null pve players running to empire?

Sorry, what you want is just unworkable nonsense Nikk Narrel.

The devs limited null ice, from the previous version that was effectively unlimited.

There is your proof it doesn't happen enough, because if it did, they would not have rebalanced the rewards negatively.

As to your points regarding how often pilots die, and the likelihood they were doing PvE, this in no way contradicts what I said about them screwing up.

They either made a mistake about another pilot being active, and undocked in an unprepared ship...

OR

They failed to prepare by aligning to a safe spot, and hitting warp when the hostile enters the system.

All the hostile pilot EVER did was take advantage of an opportunity, one handed to them by a mistake on a silver platter.
Jenn aSide
Worthless Carebears
The Initiative.
#99 - 2013-08-20 15:31:15 UTC
Nikk Narrel wrote:

The devs limited null ice, from the previous version that was effectively unlimited.

There is your proof it doesn't happen enough, because if it did, they would not have rebalanced the rewards negatively.


You do know that they did that everywhere, not just null right. You're trying to pull reasons out of thin air instead of maturely critiquing your own idea.

This is a mistake, because if you did look at why your idea wouldn't work, you'd understand that CCp's compormise (which is what local is and has always been" works.

People don't like loss, but some of us will accept some manageable risk if the reward is high enough (whereas most people find little or no risk much more acceptable). Changing the way things work in null for some pie in the sky idea would be enough to push even those of us who do accept the rsik out of null 9as has happened before).

This is bad for the game. The game NEEDs ships (inclduing null pve ships) to die sometimes, and this doesn't happen if everyone is running missions and incursions in empire because null sec is too risky to make a decent in-game profit in.

You think i'd risk my machariel in a null sec with even delayed local? Like hell, and if I didn't THIS DEATH would have never happened (my fault for not fitting correctly, I warped into an unfinished haven and got scrammed). While I drove me crazy, that death was good for the eve online economy.

Quote:

As to your points regarding how often pilots die, and the likelihood they were doing PvE, this in no way contradicts what I said about them screwing up.

They either made a mistake about another pilot being active, and undocked in an unprepared ship...

OR

They failed to prepare by aligning to a safe spot, and hitting warp when the hostile enters the system.

All the hostile pilot EVER did was take advantage of an opportunity, one handed to them by a mistake on a silver platter.


And where exactly did i contest this? try reading what i write perhaps.

You suggest that it's not enough for a pilot to have to make a mistake, that null is too safe because of local. I'm telling you that if null risk wasn't manageable, many null pve pilots wouldn't screw with it and would go elsewhere to make isk, and that this is bad because EVE needs those ships to die sometimes. You think null pve ships don't die often enough, go do high sec incursions where blingy ship deaths are more rare.

At least pve ship deaths in null somewhat balance out the isk faucet effect of all that ratting, the ships in empire that make isk and never die balance out nothing.


To me it doesn't seem as if you're as interested in the truth as you are your own agenda, and I think that's pretty bad
Nikk Narrel
Moonlit Bonsai
#100 - 2013-08-20 16:37:25 UTC
Jenn aSide wrote:
To me it doesn't seem as if you're as interested in the truth as you are your own agenda, and I think that's pretty bad

Perhaps you need some context, to understand what i am trying to convey here.

Null, specifically sov null, is safer than high sec. Especially if your corp is active in a war dec.
And local is why.

In Null: If you see a non blue, you can warp to safety before they can act to prevent it.
In High Sec: If you see a non blue, it's because you looked. They are a constant presence, and impractical to avoid and expect to accomplish tasks.

In Null: If you are war decced, it is expected. You can avoid them just like any other non blue.
In High Sec: If you are war decced, Concord will ignore attacks from them on you. Avoiding war pilots is deceptive, since they can use out of corp alts to spot you with. No, they can't cyno you, but then why would they need to?
A neighbor mining next to you could be providing the warp in for war pilots, and unless you were aligned to warp or flying a fast ship, they can catch you on grid.

In Null: You can avoid anything but an awoxxer, but then these affect all areas of the game. Your corp's recruiting policy is your only protection.
In High Sec: Suicide ganking. The guy ratting nearby can decide you would be worth the cost of losing his ship, and try to make you go boom before Concord arrived. Unless he is new to the tactic, there is a good chance he is correct, especially if you are not paying attention closely.

Null is safer. With risk and rewards linked, how soon before it is also less profitable?
I already hear comparisons to running L4's in high sec being promoted as a good option to null in this thread.