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Getting New People Into Nullsec Early

Author
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#21 - 2013-12-17 06:54:11 UTC
Roime wrote:
Why would anyone go to null?

This is a serious question btw.

Iskies, kill people.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Colt Blackhawk
Doomheim
#22 - 2013-12-17 06:58:18 UTC
Lol.
Nullsec is dead. Point.
It is a place for carebears and people waiting for a phone call to grab their big ships to get one F1-warrioring fight per month.
Don´t scare new people with the fail of nullsec.

[09:04:53] Ashira Twilight > Plant the f****** amarr flag and s*** on their smoking wrecks.

Roime
Mea Culpa.
Shadow Cartel
#23 - 2013-12-17 08:02:47 UTC
Infinity Ziona wrote:
Roime wrote:
Why would anyone go to null?

This is a serious question btw.

Iskies, kill people.


Much better grindey isk in whs, and lowsec is exponentially better for finding people to kill

.

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#24 - 2013-12-17 08:12:36 UTC  |  Edited by: Infinity Ziona
Alvatore DiMarco wrote:
Nevyn Auscent wrote:
Why are we trying to get more people into Null when we all know Sov is a broken mechanic?


NPC Null doesn't have sov. Why not get people there?

No sov in NPC space but at least in Venal and Outer Ring its full of CFC POS and CFC everywhere. Add in random nuetral gangs roaming around and you're actually better off in deep sov even without stations.


Roime wrote:
Infinity Ziona wrote:
Roime wrote:
Why would anyone go to null?

This is a serious question btw.

Iskies, kill people.


Much better grindey isk in whs, and lowsec is exponentially better for finding people to kill


Grinding is pretty boring though. I'd rather get 1 billion from a site per day or two, have the opportunity to gank a few covert explorers in a relic site and clear a belt now and then for the possibility of an officer spawn while having local, star map and the knowledge the system next door will still be there tomorrow.

In short I don't like wormholes.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Lephia DeGrande
Luxembourg Space Union
#25 - 2013-12-17 11:51:09 UTC
One Problem is new Players have a hard time to find other trustfull and activ Players, Most small Corps are vanishing pretty fast because of the hugh Player Base which give up on the Game pretty fast and big Corps are sometimes to impersonal, or simply intimidating.

I also see another Problem in Missions because you have to fly a BS (yeah i know Tengu blub) which takes a long Time to gain good skills, while your "PvP Skills" arent improving anything.

First CCP has to overhaul Missions completly like, less but harder enemies, more EWar, lvl1-4 useable for all Ship sizes (i know its possible already but its not really effective) and very important some better rewards (maybe Moduls and Ships instead of simply more ISK?)

Just give them some glimpse of "how things could work" and some Resources and they will come.
Kagura Nikon
Native Freshfood
Minmatar Republic
#26 - 2013-12-17 11:57:01 UTC
Infinity Ziona wrote:
See title - I think this is the best way to get people into null sec overall. If they stay in high sec until they're ready to go to null a lot won't go to null.

Having spoken to a few people recently who have never been to null, and getting answers like "as soon as you jump into null you instantly get kill" its no wonder people avoid going there.

I think one of the reasons such misinformation is spread around is the choke points, if there's a gate camp at a chokepoint and you jump into null yes you die and likely don't go back again, if the first system you jumped into was insta-death then imagine how bad the other systems deeper in must be...

My solutions are this:

On entry into a system you spawn within a 50km bubble rather than a 15 kilometre bubble.

Reasoning:

Spawning within 15 kilometres puts you in range of every bit of tackle possible.
If there's a gate camp then unless you're advanced (covert cloak, MWD trick) its way to easy for you to die.
Additionally most interceptors can point you out to 30 to 60km.
T2 large bubbles have 45km? range.
An Arazu can get a point out to 100 km.
Interceptors can warp out of bubbles and arrive at the gate before anything that jumped in can escape.
There are plenty of options that we have now that we didn't have when EVE was released which at the time made 15km okay. The 15km is outdated.

The other side of the gate can remain the same. And no I haven't been caught at a gate lately it just seems a little outdated and probably a good reason that many are believing they will die instantly the moment they enter null.


And you want to kil any chance of any non arazu gang getting any kills?


Another incredbly stupid and arrogant Idea that deconsiderate all other people that play in eve to do what the game is meant to do. PVP.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#27 - 2013-12-17 11:59:58 UTC
Lephia DeGrande wrote:
One Problem is new Players have a hard time to find other trustfull and activ Players, Most small Corps are vanishing pretty fast because of the hugh Player Base which give up on the Game pretty fast and big Corps are sometimes to impersonal, or simply intimidating.

I also see another Problem in Missions because you have to fly a BS (yeah i know Tengu blub) which takes a long Time to gain good skills, while your "PvP Skills" arent improving anything.

First CCP has to overhaul Missions completly like, less but harder enemies, more EWar, lvl1-4 useable for all Ship sizes (i know its possible already but its not really effective) and very important some better rewards (maybe Moduls and Ships instead of simply more ISK?)

Just give them some glimpse of "how things could work" and some Resources and they will come.



THe corp formation thing is a real problem. But not what you think. The problem is most peopel do thewir own 1 man corp. They NEVER experience other people contact in game.


What this game desperately needs is somethign on the lines (values are placeholders to exagerate the effect) NPC Corp tax is zero for 1 month. It starts to increase by 10% per months Until it reaches 60%. YEs you want to stay out of game, then pay a lot of taxes because you are not loosing anythign since youa re playing a solo game.

When you create a new corp the corp shall ahve base taxes of 30%. For each member after the first the corp tax reduces by 1%.


DONE. taht will make peopel flock into real corps, create real corps, integrate with each other..

Play eve ONLINE..

"If brute force does not solve your problem....  then you are  surely not using enough!"

Lephia DeGrande
Luxembourg Space Union
#28 - 2013-12-17 12:26:27 UTC
Yeah i agree Single Player Corps and NPC Corps are a problem but forcing them is also questionable...
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#29 - 2013-12-17 13:05:24 UTC  |  Edited by: Infinity Ziona
Kagura Nikon wrote:
Infinity Ziona wrote:
See title - I think this is the best way to get people into null sec overall. If they stay in high sec until they're ready to go to null a lot won't go to null.

Having spoken to a few people recently who have never been to null, and getting answers like "as soon as you jump into null you instantly get kill" its no wonder people avoid going there.

I think one of the reasons such misinformation is spread around is the choke points, if there's a gate camp at a chokepoint and you jump into null yes you die and likely don't go back again, if the first system you jumped into was insta-death then imagine how bad the other systems deeper in must be...

My solutions are this:

On entry into a system you spawn within a 50km bubble rather than a 15 kilometre bubble.

Reasoning:

Spawning within 15 kilometres puts you in range of every bit of tackle possible.
If there's a gate camp then unless you're advanced (covert cloak, MWD trick) its way to easy for you to die.
Additionally most interceptors can point you out to 30 to 60km.
T2 large bubbles have 45km? range.
An Arazu can get a point out to 100 km.
Interceptors can warp out of bubbles and arrive at the gate before anything that jumped in can escape.
There are plenty of options that we have now that we didn't have when EVE was released which at the time made 15km okay. The 15km is outdated.

The other side of the gate can remain the same. And no I haven't been caught at a gate lately it just seems a little outdated and probably a good reason that many are believing they will die instantly the moment they enter null.


And you want to kil any chance of any non arazu gang getting any kills?


Another incredbly stupid and arrogant Idea that deconsiderate all other people that play in eve to do what the game is meant to do. PVP.

You'd have to be very very very bad to only be able to catch someone spawning within 50km with Arazu's.


EVE Today:

Gate Spawn - 14km from gate

Keres with
Disruptor II 62km
Scrambler II 15.8

Taranis with
Disruptor II 36km
Scrambler II 13km

Arazu with Disruptor II 72km
Scrambler II 23km

Proteus with Disruptor II 54km
Scrambler II 17km

Phobos with WDFG II
(scripted) 36km - infinite point
(unscripted) Area of Effect 24 km infinite point

Sabre with ISL I (probe) 30km? infinite point

Compare that with this:


EVE at Shortly After Release

Gate Spawn - 14km from gate

Warp Disruptor I - 20km
Warp Scrambler I - 7500

Clearly ranges have changed but only for the aggressors, the targets are still spawning as if there were still only 20km single points and 7.5k +2's.

Also with T2 Large Bubbles you can cover 45 kilometres each side of a gate for a total sphere of 90kms if you put in effort (which I know is not something most gate campers want to do but you could)

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Teckos Pech
Hogyoku
Goonswarm Federation
#30 - 2013-12-17 22:15:29 UTC  |  Edited by: Teckos Pech
Infinity Ziona wrote:

Also with T2 Large Bubbles you can cover 45 kilometres each side of a gate for a total sphere of 90kms if you put in effort (which I know is not something most gate campers want to do but you could)


I believe a T2 large has a warp scramble range of 40km and I want to say that is diameter not radius...but haven't seen one in game in awhile so I could be wrong.

Edit: Actually looked at the small which says 5km and I know the smalls are 10km across...so radius of 40km.

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

8 Golden Rules for EVE Online

Kagura Nikon
Native Freshfood
Minmatar Republic
#31 - 2013-12-17 22:46:58 UTC
Infinity Ziona wrote:
Kagura Nikon wrote:
Infinity Ziona wrote:
See title - I think this is the best way to get people into null sec overall. If they stay in high sec until they're ready to go to null a lot won't go to null.

Having spoken to a few people recently who have never been to null, and getting answers like "as soon as you jump into null you instantly get kill" its no wonder people avoid going there.

I think one of the reasons such misinformation is spread around is the choke points, if there's a gate camp at a chokepoint and you jump into null yes you die and likely don't go back again, if the first system you jumped into was insta-death then imagine how bad the other systems deeper in must be...

My solutions are this:

On entry into a system you spawn within a 50km bubble rather than a 15 kilometre bubble.

Reasoning:

Spawning within 15 kilometres puts you in range of every bit of tackle possible.
If there's a gate camp then unless you're advanced (covert cloak, MWD trick) its way to easy for you to die.
Additionally most interceptors can point you out to 30 to 60km.
T2 large bubbles have 45km? range.
An Arazu can get a point out to 100 km.
Interceptors can warp out of bubbles and arrive at the gate before anything that jumped in can escape.
There are plenty of options that we have now that we didn't have when EVE was released which at the time made 15km okay. The 15km is outdated.

The other side of the gate can remain the same. And no I haven't been caught at a gate lately it just seems a little outdated and probably a good reason that many are believing they will die instantly the moment they enter null.


And you want to kil any chance of any non arazu gang getting any kills?


Another incredbly stupid and arrogant Idea that deconsiderate all other people that play in eve to do what the game is meant to do. PVP.

You'd have to be very very very bad to only be able to catch someone spawning within 50km with Arazu's.


EVE Today:

Gate Spawn - 14km from gate

Keres with
Disruptor II 62km
Scrambler II 15.8

Taranis with
Disruptor II 36km
Scrambler II 13km

Arazu with Disruptor II 72km
Scrambler II 23km

Proteus with Disruptor II 54km
Scrambler II 17km

Phobos with WDFG II
(scripted) 36km - infinite point
(unscripted) Area of Effect 24 km infinite point

Sabre with ISL I (probe) 30km? infinite point

Compare that with this:


EVE at Shortly After Release

Gate Spawn - 14km from gate

Warp Disruptor I - 20km
Warp Scrambler I - 7500

Clearly ranges have changed but only for the aggressors, the targets are still spawning as if there were still only 20km single points and 7.5k +2's.

Also with T2 Large Bubbles you can cover 45 kilometres each side of a gate for a total sphere of 90kms if you put in effort (which I know is not something most gate campers want to do but you could)



The idea is exaclty that you Shoudl spawn inside the range of ANY ANY ship.

The idea is simply HORRIBLE. THe people makgin roams and more interestign PVP will get hamemred hard, whiel the gate campers you want to jeopardize will simply have an arazu.

You damage soemthign that is no hwere related to the issue without harming a tiny bit the thing you wanted. THat is the definition of horrible proposal

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#32 - 2013-12-17 22:48:11 UTC
Lephia DeGrande wrote:
Yeah i agree Single Player Corps and NPC Corps are a problem but forcing them is also questionable...



Its not forcing. THey can stay if they want. Just paying a price.

Peopel that do not gather into corps wil LWAYS be excluded form EVE. They wil walwya s complain and want the game to becoem WOW.

"If brute force does not solve your problem....  then you are  surely not using enough!"

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