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CSM! Are you fine with hisec POCO control?

First post
Author
Skia Aumer
Planetary Harvesting and Processing LLC
#1 - 2013-09-27 07:45:09 UTC
As for me - this is completely ridiculous.

Obviously, there are three parts in every insustrial process: R&D, harvesting of raw materials and processing of those.
For PI, the first part is none-existent ingame (though, it exists in spreadsheets).
Harvesting is well balanced between hisec and low/null/WH. The deeper you go - the more you get. Effort-profit balance, works as intended.
And as it stands now, processing for PI materials also works fine [more or less]. You can do it in hisec, but most of you profit would go to cover NPC taxes. Or, you can do it in a player-controlled space, where you dont need to pay that tax, but you are subjected to higher risks.

Now, this subtle balance would be royally ******.

I thought that the guideline was to shift profits (including profits of industial activity) from hisec into nullsec and other player-controlled areas. Was I wrong? Should I un-deploy from null and return to high? Should I blame the Goons? :tinfoil:
Trebor Daehdoow
The Scope
Gallente Federation
#2 - 2013-09-27 11:44:29 UTC
Well, first of all, blaming the Goons is every EVE player's inalienable right. Even goons blame the Goons.

I am sure that more info will be forthcoming about the HiSec POCO's and the community will get a chance to provide input. One concern I have is that I don't want the mechanic to provide inherent advantages to groups of a particular size (either large or small).

Private Citizen • CSM in recovery

Skia Aumer
Planetary Harvesting and Processing LLC
#3 - 2013-09-27 12:05:18 UTC
Well as far as I see, this is not a concern for you, Trebor. Could you explain why?
Because you dont care about industry in general? Not an offence, everyone have their own interests.
Or is it because you know the details of this feature and they prove that I'm wrong?
Trebor Daehdoow
The Scope
Gallente Federation
#4 - 2013-09-27 12:44:50 UTC
CSM does know more about the feature than is public. We also know that things can be tweaked based on community concerns, which is why we encourage devs to put stuff on the forums as soon as possible, so you have the context needed to give good feedback.

Private Citizen • CSM in recovery

Ya Huei
Imperial Collective
#5 - 2013-09-27 13:15:28 UTC
sounds like an extra conflict driver to me. Don't see the problem.
Skia Aumer
Planetary Harvesting and Processing LLC
#6 - 2013-09-27 13:17:34 UTC
Trebor Daehdoow wrote:
we encourage devs to put stuff on the forums as soon as possible

And you folks have my thanks for that.
Alright, lets wait for further information to get published - maybe it's not that bad when revealed in details.
Skia Aumer
Planetary Harvesting and Processing LLC
#7 - 2013-09-27 13:22:45 UTC  |  Edited by: Skia Aumer
Ya Huei wrote:
sounds like an extra conflict driver to me.

To me - it doesnt. Just like POS places are not.
There are very many planets out there, everyone would get as much as he can handle. A few jumps from trade hubs - yeap, it'll be some competition, but not too violent.

And the problem is: you bring the conflict in hisec, alright. Giving hisec to capsuleers control - fine, I dont mind.
But doing this, you nerf the industry in null and low, as well as WHs. And this is bad.
mynnna
State War Academy
Caldari State
#8 - 2013-09-27 22:21:34 UTC
Skia Aumer wrote:
As for me - this is completely ridiculous.

Obviously, there are three parts in every insustrial process: R&D, harvesting of raw materials and processing of those.
For PI, the first part is none-existent ingame (though, it exists in spreadsheets).
Harvesting is well balanced between hisec and low/null/WH. The deeper you go - the more you get. Effort-profit balance, works as intended.
And as it stands now, processing for PI materials also works fine [more or less]. You can do it in hisec, but most of you profit would go to cover NPC taxes. Or, you can do it in a player-controlled space, where you dont need to pay that tax, but you are subjected to higher risks.

Now, this subtle balance would be royally ******.

I thought that the guideline was to shift profits (including profits of industial activity) from hisec into nullsec and other player-controlled areas. Was I wrong? Should I un-deploy from null and return to high? Should I blame the Goons? :tinfoil:


CCP Soundwave was once a goon.

CCP Soundwave was the originator of this idea, to the best of my knowledge. It's something he is on record as having said he wanted to do as far as two or three years back.

So, yes, you should blame the goons. Lol

To address the rest of your post - by definition, highsec is now a player controlled area, with regards to the pocos at least. If PI is literally the only reason you were in nullsec in the first place, you may opt to return to highsec, yes. Or you may not. I suggest you wait for more details to make that judgement.

Member of the Goonswarm Economic Warfare Cabal

Vaju Enki
Secular Wisdom
#9 - 2013-09-28 16:38:20 UTC
Why wouldn't the CSM be ok with it? It's a great thing.

The Tears Must Flow

Alekseyev Karrde
Noir.
Shadow Cartel
#10 - 2013-09-28 21:11:48 UTC
It will be a nice mix of Hamburger Hills (the POCOs around Jita) and nice small objectives (minor trade hubs and high sec alliance HQ systems)

Alek the Kidnapper, Hero of the CSM

Callduron
Dreddit
Test Alliance Please Ignore
#11 - 2013-10-02 14:37:40 UTC  |  Edited by: Callduron
From a sandbox point of view, Eve will be a stronger sandbox if more of the game systems are transferred to players. POCOs are maybe just the start, in 5 years time maybe a player will run Jita 4-4, someone else will be Empress of Amarr.

Of course the sandbox has to be balanced against the gaminess of Eve, how much fun it is. No one wants it to turn into Second Life in space.

But I think there is a strong case for transferring agency away from static systems into player hands and of course this has been a theme of Eve for some time - player made POS modules replaced NPC sold, player police were encouraged by Crimewatch.

I'd also suggest that pretty well every time in the past that agency has been transferred from artificial game mechanic to player control Eve has improved both as a sandbox and as a game.

I write http://stabbedup.blogspot.co.uk/

I post on reddit as /u/callduron.

None ofthe Above
#12 - 2013-10-02 16:14:07 UTC  |  Edited by: None ofthe Above
I am personally excited about this idea, but as always the devil is in the details.

I think more Player Owned infrastructure is a good thing overall.

I like the idea of having nullsec entities being a part of the mix, and having some ownership of assets and some form of "sov" in highsec.

Bounties on structures is pretty exciting.

As a note on my perspective: while I spend most of my time in pvp these days, I do PI on the side for additional income.

I am concerned with:

- No suspect flag when taking down a soon to be Interbus CO
- High Sec lockouts based on standings.
- Potential for very high taxes to effectively kill PI at that station
- War Dec Fees scaling large alliance "Dec Shield" (Although I honestly don't think it's as big of a deal as many do.)
- PI is kind of a pain anyway. Hassling people who do this is likely to make them quit doing this.
- Most of the problems aren't much of an issue on a small scale. But when a group or cartel can consolidate enough control in an area they can do a lot of damage. Some of this is a desirable "emergent gameplay", too much can be quite disruptive and lead to unhappy playerbase and unsubs.

Some recommendations I'd like to CSM champion:

- Suspect flags for anyone shooting at an Interbus CO
- Free trade regulations for high sec: No lockouts and Sensible maximums for owner tax rates
- Consider not doing this with all COs at once. Do it by sec status .5 first, then .6... etc. Less disruption and less likely to get a mass unsub from PI industrialists.
- Consider leaving .9 & 1.0 POCOs in CONCORD hands as a safety valve and for a place for new players to try PIE without dealing with the POCO Cartels (if those occur).
- Consider having Interbus auction off POCOs instead of just letting them be destroyed. (Better for immersion for me don't really understand why CONCORD and Interbus would allow these assets be blown up in highsec. Potentially killing anyone that tries to defend them, if you don't give suspect flags!?!?). With this proposal Interbus POCOs might actually have CONCORD protection. Auction mechanism could be reused to allow people to sell POCOs or possibly even other structures and installations.
- Multi-POCOs: Allow a second (third? Fourth?) POCO to be set up per planet. Either new POCO waits for a time before considered THE POCO if not burned away, or the players can simply choose which POCO to use.
- Improve PI while you are at this. Even just an "Apply" button on that "You have unapplied changes: Discard/Cancel" dialog would be a nice addition.
- Factory planets have always bothered me (why do I need to pull things out of a gravity well send them back down and then pull the results back up again? Horribly inefficient), and they become more of a problem getting that higher tier output to launch to avoid POCOs. I'd like to have the equivalent of Advanced and High-Tech processing facilities in space, as POS or station services.
- Consider buffing launch pad capabilities. Not so that it exceeds POCO of course just tighten the gap so that there it's a more viable safety valve (like alchemy for tech).
- Require at least non-negative standing to erect POCOs or perhaps some positive standing like POS, but not as high. POCO Reverts to standard if corp erecting it falls out of standing.
- POCO Fuel. Charters? Cheap Fuel that needs replenished now and again or the POCO reverts to standard CO behavior. Keeps the POCOs from becoming passive hands off money prints.
- Remove or lessen NPC tax. Or increase reduction skill? Overhead stands fairly likely to strangle PI unless you happen to own the POCO.


Possibly more recommendations to follow, but those the ones that come to mind at this point, several of them picked up from others in the feedback thread.

To recap: I think this is a great idea. I think some of the details need some careful reconsideration. I do think there is a lot of potential to really make the game more interesting, but could also go very poorly if the design isn't right.

The only end-game content in EVE Online is the crap that makes you rage quit.

None ofthe Above
#13 - 2013-10-04 16:24:22 UTC
I am hoping the recent Dev/CSM silence on this topic after the initial discussion means lots of NDA'ed discussions of the rather excellent and insightful feedback on this topic, rather than CCP just thinking the proposed system is just fine and dandy.

The only end-game content in EVE Online is the crap that makes you rage quit.

None ofthe Above
#14 - 2013-10-04 18:51:58 UTC
Added italicized recommendations to my post above.

The only end-game content in EVE Online is the crap that makes you rage quit.

samualvimes
Brothers At Arms
#15 - 2013-10-04 20:13:44 UTC
Skia Aumer wrote:
Ya Huei wrote:
sounds like an extra conflict driver to me.

To me - it doesnt. Just like POS places are not.
There are very many planets out there, everyone would get as much as he can handle. A few jumps from trade hubs - yeap, it'll be some competition, but not too violent.

And the problem is: you bring the conflict in hisec, alright. Giving hisec to capsuleers control - fine, I dont mind.
But doing this, you nerf the industry in null and low, as well as WHs. And this is bad.


POS are not conflict drivers as they can have static defenses and have a huge number of HP

not to mention in high sec there is no AFK income from them.

POCOS on the other hand can be easily reinforced with a handful of people and provide pure AFK isk as long as you hold them and they are being used.

Who doesn't want that kind of power?

If you've never tried PvP in EvE it's quite possible you've missed out on one of the greatest rushes available in modern gaming.

Skia Aumer
Planetary Harvesting and Processing LLC
#16 - 2013-10-05 07:58:50 UTC  |  Edited by: Skia Aumer
Now that I've read the devblog, this proposal seem not that scary. Indeed, they will lower the tax from 10% to about 5% which hurts PI activity in dangerous zones (lowsec, null and WH), but it's not lethal.

What I'm still concerned about is that CCP is ready to reduce the reward for nullsec players (for whatever reason). We've seen moonmat rebalance ("tech nerf"), now these POCOs. While those things could be positive for the game overall, this trend is what makes me think about heading back to hisec, mynnna.
Skia Aumer
Planetary Harvesting and Processing LLC
#17 - 2013-10-05 08:15:58 UTC
samualvimes wrote:
POS are not conflict drivers as they can have static defenses and have a huge number of HP

not to mention in high sec there is no AFK income from them.

POCOS on the other hand can be easily reinforced with a handful of people and provide pure AFK isk as long as you hold them and they are being used.

Who doesn't want that kind of power?

And they will not be used hard enough, unless they are a couple of jumps away from a trade hub.
But wait, hmm...
If there are enough people to think they are pure gold mines (i.e. like you) - they'll set them. Then, griefers of highsec would have a leaver of influence to make you undock.

Ahhh, I see what you did there!
Dracvlad
Taishi Combine
Astral Alliance
#18 - 2013-10-05 10:12:18 UTC
None ofthe Above wrote:
I am personally excited about this idea, but as always the devil is in the details.

I think more Player Owned infrastructure is a good thing overall.

I like the idea of having nullsec entities being a part of the mix, and having some ownership of assets and some form of "sov" in highsec.

Bounties on structures is pretty exciting.

As a note on my perspective: while I spend most of my time in pvp these days, I do PI on the side for additional income.

I am concerned with:

- No suspect flag when taking down a soon to be Interbus CO
- High Sec lockouts based on standings.
- Potential for very high taxes to effectively kill PI at that station
- War Dec Fees scaling large alliance "Dec Shield" (Although I honestly don't think it's as big of a deal as many do.)
- PI is kind of a pain anyway. Hassling people who do this is likely to make them quit doing this.
- Most of the problems aren't much of an issue on a small scale. But when a group or cartel can consolidate enough control in an area they can do a lot of damage. Some of this is a desirable "emergent gameplay", too much can be quite disruptive and lead to unhappy playerbase and unsubs.

Some recommendations I'd like to CSM champion:

- Suspect flags for anyone shooting at an Interbus CO
- Free trade regulations for high sec: No lockouts and Sensible maximums for owner tax rates
- Consider not doing this with all COs at once. Do it by sec status .5 first, then .6... etc. Less disruption and less likely to get a mass unsub from PI industrialists.
- Consider leaving .9 & 1.0 POCOs in CONCORD hands as a safety valve and for a place for new players to try PIE without dealing with the POCO Cartels (if those occur).
- Consider having Interbus auction off POCOs instead of just letting them be destroyed. (Better for immersion for me don't really understand why CONCORD and Interbus would allow these assets be blown up in highsec. Potentially killing anyone that tries to defend them, if you don't give suspect flags!?!?). With this proposal Interbus POCOs might actually have CONCORD protection. Auction mechanism could be reused to allow people to sell POCOs or possibly even other structures and installations.
- Multi-POCOs: Allow a second (third? Fourth?) POCO to be set up per planet. Either new POCO waits for a time before considered THE POCO if not burned away, or the players can simply choose which POCO to use.
- Improve PI while you are at this. Even just an "Apply" button on that "You have unapplied changes: Discard/Cancel" dialog would be a nice addition.
- Factory planets have always bothered me (why do I need to pull things out of a gravity well send them back down and then pull the results back up again? Horribly inefficient), and they become more of a problem getting that higher tier output to launch to avoid POCOs. I'd like to have the equivalent of Advanced and High-Tech processing facilities in space, as POS or station services.
- Consider buffing launch pad capabilities. Not so that it exceeds POCO of course just tighten the gap so that there it's a more viable safety valve (like alchemy for tech).
- Require at least non-negative standing to erect POCOs or perhaps some positive standing like POS, but not as high. POCO Reverts to standard if corp erecting it falls out of standing.
- POCO Fuel. Charters? Cheap Fuel that needs replenished now and again or the POCO reverts to standard CO behavior. Keeps the POCOs from becoming passive hands off money prints.
- Remove or lessen NPC tax. Or increase reduction skill? Overhead stands fairly likely to strangle PI unless you happen to own the POCO.


Possibly more recommendations to follow, but those the ones that come to mind at this point, several of them picked up from others in the feedback thread.

To recap: I think this is a great idea. I think some of the details need some careful reconsideration. I do think there is a lot of potential to really make the game more interesting, but could also go very poorly if the design isn't right.


I think that was a pretty good list of suggestions, this is my list:

- Shooting any POCO makes you a suspect unless you have war decced the owning corp/alliance
- Allow multiple POCO's around planets
- Improve Launching
- Add advanced factories to all planets

The suggestion to make shooting any POCO with a war dec give you a individual suspect flag is so that people can shoot POCO's out of the way and also people can defend them. Shooting them for lol's would be quite dangerous if you picked the wrong person.

The multiple POCO suggestion is so that there is competition around taxes and a way to get around cartels without resorting to wielding the biggest blob.

Launching enables people to stop using the customs office at the price of more effort

I would like advanced factories being possible on all planet types, I really hate having to move stuff around and get taxed so much, in fact it was that that recently put me in the cannot be bothered to do PI anymore along with the fact I had built up my strategic stock of POS fuel to truly huge levels...

I think letting corps control POCO's is a very good idea, but the war dec cost on someone like the Goons is a killer, am I really going to war dec the Goons to be able to shoot a POCO in Nani for example, nope... And on the other side of things if you make it so people get a suspect flag shooting POCO's the Goons will get so many RF timers that they would have to think carefully just what they want to do with POCO's.

When I suggested in anotehr thread that the suspect flag be applied someone said that would mean that a fleet would be able to be attacked individually,if that is what they want then war dec the corp and no issue.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Chitsa Jason
Deep Core Mining Inc.
Caldari State
#19 - 2013-10-05 10:21:31 UTC
I am not only fine with High Sec POCOS I strongly encourage this feature to be out! This is gonna be great for high sec mercs and other pew pew people.

Burn the land and boil the sea You can't take the sky from me

None ofthe Above
#20 - 2013-10-05 16:17:04 UTC  |  Edited by: None ofthe Above
Chitsa Jason wrote:
I am not only fine with High Sec POCOS I strongly encourage this feature to be out! This is gonna be great for high sec mercs and other pew pew people.


Thank you for your exacting standards and review of the details. Hopefully when others propose things that trample on the lifestyle of wormhole dwellers they give you the same level consideration.

And yes the proper subtext for this is screw you and the wormholes you live in.

You'd think that someone that is a representative for a lifestyle that often needs defending, would be a little less blythe about cheerfully accepting a plan that has the residents of the area that it effects directly deeply concerned.

Makes me want to cheerfully lobby for wormhole stabilizers. Great for high sec mercs, null empiralists and other pew pew people!

The only end-game content in EVE Online is the crap that makes you rage quit.

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