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Warfare & Tactics

 
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FW - Kill the Tier System

Author
Andre Vauban
Federal Defense Union
Gallente Federation
#81 - 2013-09-19 15:24:40 UTC
http://www.youtube.com/watch?v=zDAmPIq29ro

I repeat, all is well. FW is actually working quite well and only needs a few minor tweaks.

1. Some sort of timer rollbacks to help with farmers
2. Add large plexes to the 30 minute respawn
3. Get rid of the non-outpost plex types
4. Add some more worthwhile bonuses for system level (NOT cyno-jammers)
5. Fix the NPC mission imbalance preferably making Caldari/Minmatar missions harder like Amarr/Gallente
6. Fix nullsec/force projection problem

After that, FW will be almost perfect for what it is. People that complain about FW need to realize that it is the only place in Eve where you can pvp 24/7 and pay for your losses through pvp as "roaming" in FW means running plexes waiting for a fight.

.

Alticus C Bear
University of Caille
Gallente Federation
#82 - 2013-09-19 22:15:02 UTC
Sura Sadiva wrote:
Sleban wrote:
If you earned a lot more LP for killing squid, particularly in plexes, things might also be different and get more people into PvP, which would make life harder for the farmers.


Has been already tried. You already learn LP for killing people, if you increase even only slightly that quote this lead to massive exploits. Happened already and CCP had to run to fix it.
Giving LP (aka creating ISK) for kills is plainy wrong as concept (this is why didnt work when tried), in EVE food chain the main role of PVP kills is to destroy assetts and ISKs, not to magically create new wealth.

FW works fine as it is; of course there's always rooms for adjustments and improvements but all your "ideas" are basically a global rewrite that would transform it in an arena game, not even part of EVE gameplay and standards.


This is not quite correct, the exploit was really a market manipulation on certain items that were then destroyed by the freighter load, and it was not a problem with general LP rewards for normal PVP engagements.

Regardless this was fixed and concerns over excessive pay-out could be dealt with by a hard cap of some kind.

It also creates no ISK or assets, LP is an ISK sink.

PVP rewards fixed at Tier 4/5 level would be a good for FW.
Alticus C Bear
University of Caille
Gallente Federation
#83 - 2013-09-19 22:38:23 UTC
Faction Warfare is still better than it used to be but there are certainly a lot of changes that could be made.

Strange thing was I kind of got the feeling CCP were going to do more, Cynojammers, better I hub upgrades were on the table, there have even been Dev posts in relation to timer roll backs and timers being visible in the previous balance threads.

I dislike module restrictions and do not feel tier levels are really the issue, farmers will farm all you can do is remove some incentives and make life trickier.

Timer Roll backs, LP taxes filtering back into hubs and changes in plexes could all move things further down that road but ultimately it is players that need to actively defend and prevent farmers, currently though it feels that you are being punished for doing so by chasing shadows for little reward.

If I had three reasonable wishes for Faction Warfare: -

  • Timer Rollbacks or faster timers where they are actively defended.
  • Fixing the PVP LP reward at Tier 4/5 regardless of faction tier.
  • More large plexes.


If a more substantial overhaul were on offer.

The old NPC’s spawn mechanic was terrible with large numbers of NPC’s with significant DPS and e-war at range. We have perhaps swung the other way.

Make offensive and defensive plexes the same.

No NPC’s at warp in. This helps for immediate PVP when plexes are opened.

After the timer is run down for a certain period of time say a minute an NPC spawns. Further spawns throughout the timer every few minutes, say one, five and nine in a novice.

If the timer is run the other way then the opposite Militia NPC spawns. Defensive plexing now requires the same ship commitments.

As for Zarnaks main issue, why can the evil despotic religious fanatics the Amarr not maintain a significant playerbase against the previously enslaved Minmatar freedom fighters. Farming issues aside they have a PR issue amongst starting players and this does filter through to player base numbers per faction and standings needed for the militia focus people to their own side. Amarr need a bit of a storyline boost while the Minmatar need to be shown to be a bit more divided and ruthless.

It does feel that FW is on the backburner a little now even though minor tweaks would make a huge difference. It may be that the Militias need to get organised and elect another CSM rep next time round. People may fault Hans (who I felt did a good job especially regarding communication) but when was the last time you heard a CSM member talk about Faction Warfare.
Sura Sadiva
Entropic Tactical Crew
#84 - 2013-09-19 23:06:33 UTC
Alticus C Bear wrote:

It also creates no ISK or assets, LP is an ISK sink.


Doesn't matter. PVP function in EVE food chain is to burn resources not to create new wealth. And is actually the only activity in EVE doing this.

People fight and to the winner the spoils. In FW the winner not only get the spoils but also an LP bonus, we're already borderline as is now, if we push the bonus more then what is created (in term of LP and loot) is more than what is destroyed; this is not only a backdoor for several game exploits and cheats, is also a plainly wrong concept.


But beside any theory and idea it has benn already tried and failed badly

Sura Sadiva
Entropic Tactical Crew
#85 - 2013-09-19 23:32:43 UTC
Alticus C Bear wrote:

After the timer is run down for a certain period of time say a minute an NPC spawns. Further spawns throughout the timer every few minutes, say one, five and nine in a novice.



This is how NPC waves were after the first post-inferno patch. And was good. A decently fitted ship could get rid of them quickly but still a decent "filter" to discourage access with unfitted ships.

Also, NPC tags were a good added neutral reward, not bounded to the tier, for whoever held the field.
Alticus C Bear
University of Caille
Gallente Federation
#86 - 2013-09-20 07:48:21 UTC
Sura Sadiva wrote:
Alticus C Bear wrote:

It also creates no ISK or assets, LP is an ISK sink.


Doesn't matter. PVP function in EVE food chain is to burn resources not to create new wealth. And is actually the only activity in EVE doing this.

People fight and to the winner the spoils. In FW the winner not only get the spoils but also an LP bonus, we're already borderline as is now, if we push the bonus more then what is created (in term of LP and loot) is more than what is destroyed; this is not only a backdoor for several game exploits and cheats, is also a plainly wrong concept.


But beside any theory and idea it has benn already tried and failed badly


Just think you need to remember how exploitable the previous system was.

Not only was the LP for items destroyed where the price had been artificially inflated, but the Tier mechanic at the time also gave significant LP and ISK reductions at level 5 and this is where this was cashed out.

None of this is in place anymore.

PVP LP rewards could be uplifted in line with the rewards already allowed through the current system but fixed in line with a higher tier. It seems counter productive to reduce LP PVP rewards for factions that cannot maintain higher tiers.
Veskrashen
Deep Core Mining Inc.
Caldari State
#87 - 2013-09-20 13:14:59 UTC
One wonders if it would be possible to limit the LP reward for PvP kills to fitted modules only - i.e. ignore the value of any goods in the cargo hold. This would more reasonably reflect the "difficulty" of getting that kill, and should prevent some of the shenanigans from before. A fix like this might make it easier for Devs to adjust the PvP rewards to more readily incentivize PvP.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Garan Nardieu
Super Serious Fight Club
#88 - 2013-09-20 14:13:27 UTC
Veskrashen wrote:
One wonders if it would be possible to limit the LP reward for PvP kills to fitted modules only - i.e. ignore the value of any goods in the cargo hold. This would more reasonably reflect the "difficulty" of getting that kill, and should prevent some of the shenanigans from before. A fix like this might make it easier for Devs to adjust the PvP rewards to more readily incentivize PvP.


As long as payouts are even close to the value of the ship+modules, its a bad mechanic. You blow ship up, get insurance payout and then some LP's on top of that to cover for the module losses. Since you'll have a good portion of modules dropped, you would (theoreticaly), still be able to make isk out of blowing your own stuff up. So, while I'd love to see more payouts from pvp alone, I'm afraid that anything your regular pvp-er would consider a decent payout would be considered even more decent mechanic for exploitation by your average exploiter Roll
Veskrashen
Deep Core Mining Inc.
Caldari State
#89 - 2013-09-20 14:43:44 UTC
Garan Nardieu wrote:
Veskrashen wrote:
One wonders if it would be possible to limit the LP reward for PvP kills to fitted modules only - i.e. ignore the value of any goods in the cargo hold. This would more reasonably reflect the "difficulty" of getting that kill, and should prevent some of the shenanigans from before. A fix like this might make it easier for Devs to adjust the PvP rewards to more readily incentivize PvP.


As long as payouts are even close to the value of the ship+modules, its a bad mechanic. You blow ship up, get insurance payout and then some LP's on top of that to cover for the module losses. Since you'll have a good portion of modules dropped, you would (theoreticaly), still be able to make isk out of blowing your own stuff up. So, while I'd love to see more payouts from pvp alone, I'm afraid that anything your regular pvp-er would consider a decent payout would be considered even more decent mechanic for exploitation by your average exploiter Roll


Oh, I'm not suggesting we kick it up to anywhere near equivalent payout. The fact of the matter is that plex LP is significantly higher than PvP LP payout, which incentivizes button spinning over PvP - and especially discourages plex fights if you're going mainly for LPs. If we increased the PvP LP payout formula, while removing to some degree the ability to massively exploit it by removing cargo from the calculation, you can reduce plex LP by a similar proportion. This should decrease the income of alt plex farmers while increasing the rewards to those who focus more on PvP.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Sleban
Pole Shift Incorporated
#90 - 2013-09-20 16:37:33 UTC  |  Edited by: Sleban
Quote:
Oh, I'm not suggesting we kick it up to anywhere near equivalent payout. The fact of the matter is that plex LP is significantly higher than PvP LP payout, which incentivizes button spinning over PvP - and especially discourages plex fights if you're going mainly for LPs. If we increased the PvP LP payout formula, while removing to some degree the ability to massively exploit it by removing cargo from the calculation, you can reduce plex LP by a similar proportion. This should decrease the income of alt plex farmers while increasing the rewards to those who focus more on PvP.


I'm all in favour of increasing the LP rewards for PvP, but the mechanism needs refinement. The nub of the issue is twofold, as you say.

- More genuine incentives and rewards for PvP, without generating exploits.
- disincentivising farmers. More on this later

At the heart of the issue of farming is that LPs have an equivalent ISK value. They can be cashed in. Donating them to an i-Hub is entirely voluntary. So a lot of people are in FW farming just to leach LPs, not return them to the FW objectives. Social 'pressure', from fellow militia members, is meaningless.

At the end of the day, the 'farming' plexers are unconcerned by competitive PvP, and any cargo they get, and the value of any ships destroyed. They're looking to not get destroyed at all, by flying cheap stabbed frigs - then either running off when confronted, or, semi-AFK, writing off the loss of a 500,000 isk frig as collateral damage.

The profits from plex farming are enormous, when compared to the level of skills and equipment to get into it, and particularly when compared to the other carefully balanced isk faucets in the game. 40,000+ LPs an hour is achievable by any character that's barely crept out of a noob ship. If you choose the right items from the LP store, you can convert and cash in at a rate that's pretty much 70m isk an hour - at the bare minimum if you're at Tier 2. At T4-5, this gets silly - 300m - 400m isk an hour, for a week old noob, in a 500,000 isk ship, with little risk. For just sitting there, then running away.

This is broken. I don't care what anyone else says. It is.

Boredom notwithstanding, plexing is by far the easiest money in the game. About as boring as mining, and more profitable until you've a much higher level miner. About as profitable as L4 security missions done efficiently, but with none of the hassle: 200m isk battleship setups, NPC fighting, looting, salvaging, selling etc. Less dangerous than ratting in 0.0.

Forget about the war, or even what Faction you're in, or why - that's just background noise. You just plex, cash in your LPs, ship your items to Dodixie or Jita. Easy money. I am surprised more players aren't doing it until they're up to the task of Incursions and the like.

Not only is plexing highly profitable, the issue is that the core 'currency' of FW hub / tier success is LPs - and they're being 'leached' from the core FW mechanic in a way that negatively impacting everyone in a militia that is in FW for the win, not the cash. Tackle that, and you change the picture. You could do something like:

- Create an entirely separate plexing 'currency' that is not LPs, and has no monetary value. It can only be obtained from plexing and PvP, and can only be spent upgrading hubs. Make it so there's little financial benefit to plex farming at all, but to compensate, increase the leaching / topping up faucets / sinks of whatever this currency is to compensate.
- increase the LP rewards from PvP kills quite a bit, based on the ship value / mods value.

or, if you want to keep LPs as the plexing reward currency...

- Make it that every 'LP' farmed in a defensive plex automatically puts either the entirety, or a good portion, of the leached LPs directly into the i-Hub in that system. A proper 'hub tax', at source.
- You just pay people, in cold, hard ISK, for successfully completing plexes at a moderate level commensurate with equivalent level mission rewards and the time spent on them. They really shouldn't be paying more than 20m for a hour of work. 10m would be fairer. So about a quarter of the current value.
Courath Al'viendi
Imperial Shipment
Amarr Empire
#91 - 2013-09-20 17:27:14 UTC  |  Edited by: Courath Al'viendi
Sleban wrote:
[quote]


The profits from plex farming are enormous, when compared to the level of skills and equipment to get into it, and particularly when compared to the other carefully balanced isk faucets in the game. 40,000+ LPs an hour is achievable by any character that's barely crept out of a noob ship. If you choose the right items from the LP store, you can convert and cash in at a rate that's pretty much 70m isk an hour - at the bare minimum if you're at Tier 2. At T4-5, this gets silly - 300m - 400m isk an hour, for a week old noob, in a 500,000 isk ship, with little risk. For just sitting there, then running away.




Apparently you don't understand how the market works. Let me fill you in cause reading your posts is really hurting my brain.
At tier 3 say you get 45k LP from burning a medium plex. But at T3 each LP is only worth 1k isk (45m for the people bad at math).
Now say you get bumped down to T1 and OMG now there is less LP being gained so the LP price jumps up to 5k per LP. Now when you burn a medium you only get 9k LP (5k x 9k = 45m for the people bad at math). You are receiving the exact same amount of profit in either tier. The actual BENEFIT of this is when you are in T5 you can buy **** mad cheap (The abundance of LP causes this) and I don't hear anyone crying over that.

P.S.
This thread has now just turned into a tear filled lets beat a dead horse thread.

P.S.
I like farmers, the plex **** so squids can take the system then I can O plex again. Thx!!!!!!
Sleban
Pole Shift Incorporated
#92 - 2013-09-20 17:45:33 UTC  |  Edited by: Sleban
Quote:
Apparently you don't understand how the market works. Let me fill you in cause reading your posts is really hurting my brain.
At tier 3 say you get 45k LP from burning a medium plex. But at T3 each LP is only worth 1k isk (45m for the people bad at math).
Now say you get bumped down to T1 and OMG now there is less LP being gained so the LP price jumps up to 5k per LP. Now when you burn a medium you only get 9k LP (5k x 9k = 45m for the people bad at math). You are receiving the exact same amount of profit in either tier. The actual BENEFIT of this is when you are in T5 you can buy **** mad cheap (The abundance of LP causes this) and I don't hear anyone crying over that.


http://community.eveonline.com/news/dev-blogs/73491

The mechanic - where the prices of things in the LP store were adjusted by Tier level - was removed months ago in favour of a system where LP gains are affected by Tier level. Faction LP store prices are now fixed. The Tier level only affects LP gains.

The old 'Goon mechanic' of stockpiling LPs, then rapidly cashing in after a Tier 5 push, when LP store prices are much more attractive, is dead.

There is a market impact of Tiers on the value of LPs still, although it is not now as pronounced after the changes.

- The market price of Faction ships and some faction exclusive implants does swing a bit with Tier level of the corresponding faction. At higher Tier levels, these ships are cheaper. At lower Tier levels, more expensive. But not by loads.

- Some non-FW exclusive items, like implants and datacores, also experience a 'swing' but again by far less as there's other sources of those goods.

So the pro-farmer farms LPs at higher tier levels, holds on to those LPs, then when the Tiers drop, spends the LPs on Faction goods and makes a better profit. On Faction ships, I would suggest it is of the order of 10-15% per Tier. Perhaps more for some of the bigger ticket items.

EDIT:

I've had a quick look at the market prices for some Faction frigates, as they're a reasonable barometer of 'value' for LPs. They don't vary by that much. The Minmatar Fleet Firetail is the cheapest at around 14m and has been for a while. Last time I was able to check, Minnie were on T4 or 5.

By comparison, the Caldari Navy Hookbill is around 20m isk or just under, and they're on T1.

So you could reasonably deduce that the relative earning power difference of LPs between T4/5 and T1 is 50% (edited for maths percentage fail). Not that huge. About 10% a Tier. The higher you go, the less stuff is worth.

At lower levels, Faction exclusive stuff is 'worth' more. But at higher Tier levels, you're getting a lot more LPs for your efforts. A lot more. Way more than you get from being at the bottom tiers in relative LP value improvement. Being at higher Tiers is better. Dropping down the Tiers does allow you to cash if you've stockpiled LPs, though, for about a 50% gain from T5-T1.

Although, in fairness, my assumptions might be skewed because the Firetail is crap, and the Hookbill is the better ship, driving up demand.
Courath Al'viendi
Imperial Shipment
Amarr Empire
#93 - 2013-09-20 18:55:40 UTC  |  Edited by: Courath Al'viendi
Please close thread for lack of new content.


Kisses 'n Hugs
Sura Sadiva
Entropic Tactical Crew
#94 - 2013-09-20 19:05:49 UTC
Alticus C Bear wrote:


Just think you need to remember how exploitable the previous system was.

Not only was the LP for items destroyed where the price had been artificially inflated, but the Tier mechanic at the time also gave significant LP and ISK reductions at level 5 and this is where this was cashed out.


Yes, we know.

But, again: doesn't matter, exploits or not, making PVP kills a way to "create" wealth is a bad concept. In EVE balancements PVP role is to destroy wealth and assets (someone have to do it), not to create new ones (there's mining, PVE and industry for it).

Even if in FW we're still playing EVE, and in EVE you kill, destory ship and assets and gets the spoils.

Exploits and out of cotrol unpreidcted outcomes are generallly originated by enforcing bad game concepts or when some bright DEV subvert the core, estabilished EVE design concepts.

Zarnak Wulf
Task Force 641
Empyrean Edict
#95 - 2013-09-20 19:23:57 UTC
Alticus C Bear wrote:


As for Zarnaks main issue, why can the evil despotic religious fanatics the Amarr not maintain a significant playerbase against the previously enslaved Minmatar freedom fighters. Farming issues aside they have a PR issue amongst starting players and this does filter through to player base numbers per faction and standings needed for the militia focus people to their own side. Amarr need a bit of a storyline boost while the Minmatar need to be shown to be a bit more divided and ruthless.

It does feel that FW is on the backburner a little now even though minor tweaks would make a huge difference. It may be that the Militias need to get organised and elect another CSM rep next time round. People may fault Hans (who I felt did a good job especially regarding communication) but when was the last time you heard a CSM member talk about Faction Warfare.


FW got a full year of attention. Please insert hysterical laughing here. Regardless, Agony and Fweddit were the only PvP corps that really jump out at me for having joined the Amarr. 'People joining for the pew' is not as prolific as everyone thinks. PvP corps also tend move about quite a bit. Agony left FW over half a year ago and Fweddit is dabbling in Null. Of the peeps that are into the 'storyline' or that care about sov holding - too few trying to do too much.

There are two paths to improvement:

1) Improve the upgrades to the systems. These can include more NPC's in plexes, timer resets, or even the contested % decaying over time if a system is upgraded and not offensively plexed. Economically most people in low-sec like turn-key operations. POCO's, PI, Moons - all of those things are attractive. The temporary cynojammer was right up this alley and it's a shame it didn't make the game.

2) Brutally simplify the process. Docking and bragging rights. Sov mechanics have equal reward. New people come onto the losing team for the profits and a few stick to the right organizations.

As we've had multiple threads (even official ones) revolving around the first option that have resulted in nothing, this thread was made with the second, easier option in mind.
X Gallentius
Black Eagle1
#96 - 2013-09-21 02:26:48 UTC
Sura Sadiva wrote:

People fight and to the winner the spoils. In FW the winner not only get the spoils but also an LP bonus, we're already borderline as is now, if we push the bonus more then what is created (in term of LP and loot) is more than what is destroyed; this is not only a backdoor for several game exploits and cheats, is also a plainly wrong concept.

But beside any theory and idea it has benn already tried and failed badly


The only "spoils" in FW are increased LP from dominating the Occupancy War - nothing else. This would be similar to being able to spawn DED sites at a faster rate if you were in 0.0, for example. Are we saying there are several game exploits and cheats available with better spawn rates of DED sites in 0.0? And are increasing the frequency of DED sites a wrong concept?





Sura Sadiva
Entropic Tactical Crew
#97 - 2013-09-21 09:32:28 UTC
X Gallentius wrote:
The only "spoils" in FW are increased LP from dominating the Occupancy War - nothing else. This would be similar to being able to spawn DED sites at a faster rate if you were in 0.0, for example. Are we saying there are several game exploits and cheats available with better spawn rates of DED sites in 0.0? And are increasing the frequency of DED sites a wrong concept?



As "spoils" I mean the loot.

Actualli in EVE: you kill someone and what you earn (in term of direct wealth gain) is just the victim loot: let's say you destory stuff for 10 milions and you gain 5 milions in modules looted. These are not asset created by your kill, are simply "transfered" from a player to another.

And this is fine, stuff have to be destoryed to fuel EVE gameplay and keep it compiant.

In FW is the same, but you also get a (small) reward in LP for the kill (I mean just for the kill not for plexing). Now this LP quote is not "transfered" (subtracted from your victim and gave to you) is "created" as new. This I consider a bad game concept, cause a kill should simply destroy.

While activities like DED (beside another difference is: the DED frequency is not controlled by the players but by the systems), Plexing, Industry requires a different gameplay, time and effort and are intendeed to create assets/income.

More we increase that LP quote more we reduce the assets destroyed / assets created gap and the consequences of a kill.





cearaen
Plus 10 NV
#98 - 2013-09-21 20:10:43 UTC
Zarnak Wulf wrote:
I'll start with a few quick facts about yours truly. I plex all the time. I get the vast majority of my PvP from opening up a plex in a busy system and simply waiting to get noticed. The LP I get from plexing more then adequately supports myself. (I have 10 Navy Harbs rolling out of the oven soon and 20 Navy Omens waiting to go in.) To sum up - I have no problem plexing no matter what the tier level happens to be. This is not a personal gripe.

Amarr needs pilots - many, many pilots. It needs fresh FC's. It needs an influx in the worst possible way. Over the past year some PvP corps have joined. They get their kicks and they leave. Many corporations and alliances have gone on recruiting binges. Out of every person who joins though, even more quit or stop logging in. Over the last year Amarr has been predominantly at tier one and the burnout is ridiculous. Three months ago Amarr were actually ahead for once. For many it seemed like a great time to get off of the ride and many jumped at the opportunity. And thus we are here today. As Amarr has withdrawn so has Minmatar suffered. Those that like the fleet fights of old I'd bet have not been happy in quite some time.

Amarr needs to grow at the grassroots level - new, fresh pilots. FW in the form of the tier system has been out for a year. The arguments as to why people should join the losing team have never panned out. Love to PvP? The sad fact is people like to win more. It takes a brave soul to join a losing proposition. Those that join are fickle in their loyalty. This is a passing fancy. Economics? Some Amarr store items are twice the sales point of Minmatar items. As it takes 3x to 5x as long to earn them though that number is meaningless.

Any solution involving more complexity with either not work, or worse, backfire. The best solution is brutal simplicity -

System Upgrades:

Nobody cares at all about these. Get rid of them.

Consequences for sovereignty:

Docking rights. Bragging rights. That is all.

Rewards for Sov Pushes:

LP is earned equally by all at either Tier 2 levels or even Tier 1 levels. You are being paid to pew and push sov. That should be enough FFS. You have low risk pvp with it's own ship reimbursement program. If one side starts to walk over the other their store items saturate the market. A Navy Omen is going for 85m isk in Jita. An SFI is going for 47m isk. If things were equal in the LP department the Amarr side would be a hell of a lot more attractive.

TL;DR:

**** can the Tier System


At one time some people argued that this was just a cycle. More pvpers would join amarr since there would be more carebears on the side with higher tiers and better pay. Amarr would trim the fat of the whiners and carebears. Isn't that a good thing? Or are we finding that is not really how it works?

Seems like you really want to go in reverse from the idea of consequences. No tiers, no goals for a militia as a whole. I think this sounds pretty mediocre and allot like pre inferno fw. People could brag about winning sov before inferno. But really there wasn't much bragging was there? Think about why no one cared then or now. It had nothing to do with consequences. People cried to have ccp add consequences in inferno now you want them removed. They are really irrelevant.

Your proposal will change very little and in fact distract ccp from what they really need to do to make fw sov plexing more fun and worth bragging about. Yep its the same thing they always needed to do. Make sov war plexing a pvp mechanic.
X Gallentius
Black Eagle1
#99 - 2013-09-21 20:16:17 UTC
Sura Sadiva wrote:
More we increase that LP quote more we reduce the assets destroyed / assets created gap and the consequences of a kill.
Fair enough. A good fight is its own reward.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#100 - 2013-09-21 22:24:45 UTC
Zarnak Wulf wrote:

System Upgrades:

Nobody cares at all about these. Get rid of them.


I need these so clones don't cost me 50m.