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Replacing Local

First post
Author
Lucas Kell
Solitude Trading
S.N.O.T.
#221 - 2013-12-28 04:56:52 UTC
Tryaz wrote:

Yes. Perhaps I over-stated my position. I agree with you that any mechanic that would allow an aggressor to land on grid without ANY warning is to be avoided. You have yet to convince me that what I imagine for Local would engender that.

PS.
RSVP

What you imagine, being the hackable gates?
would local be removed, and would you need to be on grid with the ihub/gate to get its Intel?
if a player entered system, how quickly would it update?
and how would you overcome the intel advantage the defending alliance would have over an aggressor?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#222 - 2013-12-28 05:05:42 UTC
Tryaz wrote:
Lucas Kell wrote:
Even fully concentrating like I do, if I take all possible actions to stay alive, and either a) don't make more isk than high sec or b) can't ensure my safety to at least 99%, then I won't be doing any PVE at all, because it simply won;t be worth it. Even if I could make a butt of isk then get killed, rinse/repeat and make more than high sec, I don't want to be some gankers easy chow.
(NB. quote taken from the comments section of Lucas' blogThe Indecisive Noob)
Strange that you've withheld this particular view from your contribution to the discussion on this thread. Is this how you really feel? I put it to you that your pride is the main reason for your objection to all proposed changes to Local.

its part of the reason, sure. And its not pride. If you feed the gankers all you'll get is more gankers. Mlst alliances frown pretty heavily on large volumes of pve losses for that reason. Too many gankers will halt pve, and a null alliance will struggle to maintain economic viability with a large reduction in pve.

but thats not the only reason, i mainly don't see a gameplay benefit to changing it. Its worked as it is this far, and i think a change to local is likely to lose at least a few players and a fair amount of pve alts. And i don't think anyone will be saying "hey, lets start playing eve. You can gank more miners in nullsec now"

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Tryaz
University of Caille
Gallente Federation
#223 - 2013-12-28 05:11:14 UTC
Lucas Kell wrote:
Tryaz wrote:

Yes. Perhaps I over-stated my position. I agree with you that any mechanic that would allow an aggressor to land on grid without ANY warning is to be avoided. You have yet to convince me that what I imagine for Local would engender that.

PS.
RSVP

What you imagine, being the hackable gates?
would local be removed, and would you need to be on grid with the ihub/gate to get its Intel?
if a player entered system, how quickly would it update?
and how would you overcome the intel advantage the defending alliance would have over an aggressor?
Without tradeable utilities for the hacking mini-game my idea of hackable gates feels clunky at best to me. Any specifics I gave you would be invented on the spot tbh, I'd rather hear how you feel the mechanic would be most balanced. I will say, that if I were a null-sec resident I would expect a home-field advantage on the information front. I also appreciate your point of view that, whatever the mechanics, your principal motivation would be to avoid an engagement so that you can concentrate on your PvE activities and I'd like to say that I respect and defend your right to pursue that end. It is also logical, from your perspective, to question the need for a change to Local at all, there are even arguably issues more deserving of developer time. However you yourself in your blog say that we might expect a change is coming...
So, what if a reimagined Local afforded you the opportunity to - as now - passively gather intel on your surroundings (albeit at a lower quality) with the added benefit that anyone actively searching for you is going to be readily apparent? Of balancing suggestions for active and passive scanning I was most in favour of a system that allows you (in a purposed fit) to passively gather data outside of your target's scan range but that that data be vague enough to not allow you to identify him/her as eg. a PvE pilot and narrow their presence down to an anomaly.

PS - you've got mail

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Tryaz
University of Caille
Gallente Federation
#224 - 2013-12-28 05:16:25 UTC
Do you think it reasonable to demand 99% safety?

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Tryaz
University of Caille
Gallente Federation
#225 - 2013-12-28 05:23:12 UTC
Perhaps a passive scan result would look something like this: [ship name] | sig radius | distance less than X +/- error

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Teckos Pech
Hogyoku
Goonswarm Federation
#226 - 2013-12-28 05:26:01 UTC
Lucas Kell wrote:

Sore loser? It may be that its 5am but that sentence makes little sense to me.


Sorry, sore winner...even worse. :P

"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

Teckos Pech
Hogyoku
Goonswarm Federation
#227 - 2013-12-28 05:59:36 UTC
Tryaz wrote:
Do you think it reasonable to demand 99% safety?


You could go this route, but I'd suggest looking at the ratio of expected reward over expected risk. Keeping that in balance maintains the status quo, technically everyone should be indifferent between the two at least when it comes to isk.

"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

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#228 - 2013-12-28 06:28:28 UTC
Nikk Narrel wrote:

Wormholes don't have outposts. They are beyond consideration by myself and many other players for that reason.


Not every system in Eve has an outpost, yet they still get used.

Nerfing local is a solution looking for a problem.

Your problem is that CCP does not allow outposts in w-space, which is actually a very reasonable mechanic given the nature of w-space. The simple solution is to live in an outpost in k-space and day-trip into w-space. No different than the thousands of Eve players who currently live in an outpost system, but take trips into non-outpost k-space systems to run anoms, or complexes, or exploration, or Faction Warfare, or Incursions.

You are not so special that thousands of players have to have their game altered because you don't want to do what thousands of other players already do without complaint. There was even a guy in my corporation who would take month old newbees into wormholes to do PvE/PvP every day because wormholes are just that common and easy to come by. Every day they could experience the excitement of delayed local and yet be back in an outpost when they needed to log off.

Month old newbees from a corporation filled with terrible Eve players can do this. Why can't you?
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#229 - 2013-12-28 06:52:33 UTC  |  Edited by: Shepard Wong Ogeko
Teckos Pech wrote:

If the sov holder player (sov holder for short) has imperfect intel, but has an advantage over the non-sov holder player (hostile for short) then it is not mechanistic that the sov holder has to die to the hostile.



The current system does not provide perfect intel.

People like to say the local is perfect intel, but that is hyperbole. If you would like to see as close to perfect intel as you can get in Eve, form a fleet with other players. You can then find out what ships your fleet members are in, what system your fleet members are in, and where in the system they are via 'warp to'.

Local is nothing close to that. It does not broadcast what ship a person is in, which is a critical piece of intel if you want to know if they are an actual threat or what you would need to counter them. It does not tell you where they came from or where they are going, which is important if you want to set up and ambush or avoid them. It does not tell you where in the system they are, which is absolutely necessary if you want to engage in PvP with them because you must be within some 300km to see them and begin to engage them.

Local is imperfect intel. It just informs you that some one is within the 100+AU bubble that is a solar system in anything from a pod to a titan or sitting on the couch in their captains quarters. They players already have to do the work to figure out if they are docked or in space. Where did they come from and where did they go. What kind of ship they are in and is it a threat.


We already have a system of imperfect and asymmetric information. Sov holders should have an advantage (if they do their work) in that they can gather intel on the intruder and pass it on to others in the area.

Again, nerfing local is a solution looking for a problem. This type of lopsided intel is already the norm.
Lucas Kell
Solitude Trading
S.N.O.T.
#230 - 2013-12-28 12:39:58 UTC
Tryaz wrote:
Without tradeable utilities for the hacking mini-game my idea of hackable gates feels clunky at best to me. Any specifics I gave you would be invented on the spot tbh, I'd rather hear how you feel the mechanic would be most balanced. I will say, that if I were a null-sec resident I would expect a home-field advantage on the information front.
The thing is any changes I can think of would either leave the system in an state of imbalance or just be a whole lot of work to achieve pretty much what we have now. When designing game mechanics you have to put aside whether you think something is a good or bad idea and simply ask yourself, "will this mechanic improve the experience for the player?". With the home field advantage, while they "should" have it as in they worked for sov, thus if anyone gets an advantage it should be them, I think the null blobs have enough advantages (an I'm in one of them). We own half of the universe. We don't need even more advantages to help use keep it, especially at the cost of content. If local were unavailable for an attacker, it's likely they would choose not to attack more often than they currently do.

Tryaz wrote:
I also appreciate your point of view that, whatever the mechanics, your principal motivation would be to avoid an engagement so that you can concentrate on your PvE activities and I'd like to say that I respect and defend your right to pursue that end. It is also logical, from your perspective, to question the need for a change to Local at all, there are even arguably issues more deserving of developer time. However you yourself in your blog say that we might expect a change is coming...
The only reason that PVE players will evade is that it's impossible for a PVE player to defend themselves. Nikk likes to put forward the idea that we should have a guard in hostile space, which on paper is sound. Alliances should need to defend their PVE players directly. However when you break that down to gameplay, it would require people to sacrifice their gameplay to sit and watch a PVE player, only getting to have fun if someone engages. That's simply not a possibility, it would not attract anyone, since it's just no fun.

As it currently stands, a PVP player can come in and cause a PVE player to run. that PVE player can't PVE while the PVP player threatens them. It's at that point that home defense fleets form (if the target is not a nullified cloaker, thus impossible to catch) and go after the attackers. So as far as I see it, that part is balanced. If the PVP player challenges a PVE player, both sides have to lose out. The PVP player doesn't get the kill and the PVE player doesn't get the PVE rewards.

And yeah, from what CCP and the CSM have hinted, there will be a change, I just hopes it's soon. A lot of decisions will need to be made off the back of that.

Tryaz wrote:
So, what if a reimagined Local afforded you the opportunity to - as now - passively gather intel on your surroundings (albeit at a lower quality) with the added benefit that anyone actively searching for you is going to be readily apparent? Of balancing suggestions for active and passive scanning I was most in favour of a system that allows you (in a purposed fit) to passively gather data outside of your target's scan range but that that data be vague enough to not allow you to identify him/her as eg. a PvE pilot and narrow their presence down to an anomaly.
Honestly, if it were like that it wouldn't change anything beyond making everything take more effort to get to the same place we are now. You'd still get the same complaints on the forum that it's "too powerful" since most of those complaints want local to be dropped back to the point that it allows an attacker free reign to get to a PVE player before they have a chance to react. If they are still given the chance to react, they sill evade and that's that. Anything outside of that is pretty much just "how do we want out time sink to work?".

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#231 - 2013-12-28 18:01:53 UTC
Tryaz wrote:
Do you think it reasonable to demand 99% safety?

It is not reasonable to expect effectively equal or less risk than in high sec, yet higher reward potential.

You either work harder, work smarter, a combination of both, or you expect equal to lesser reward.

A free ride should never be rewarded, and riding the coattails of those who did the work for other purposes should be a limited mechanic.
(IE: The PvP players who established sov in order to set the outposts)

No you don't need sov to place a POS. Expecting to supply and defend POS's without friendly outposts nearby is unrealistic, as most can probably admit.
Lucas Kell
Solitude Trading
S.N.O.T.
#232 - 2013-12-28 18:30:39 UTC  |  Edited by: Lucas Kell
Nikk Narrel wrote:
Tryaz wrote:
Do you think it reasonable to demand 99% safety?

It is not reasonable to expect effectively equal or less risk than in high sec, yet higher reward potential.

You either work harder, work smarter, a combination of both, or you expect equal to lesser reward.

A free ride should never be rewarded, and riding the coattails of those who did the work for other purposes should be a limited mechanic.
(IE: The PvP players who established sov in order to set the outposts)

No you don't need sov to place a POS. Expecting to supply and defend POS's without friendly outposts nearby is unrealistic, as most can probably admit.
So if someone PVEs in nullsec and works hard enough to get 99% safe you think they should be nerfed as no matter how hard they work they should not be able to get that way?

I would totally understand if we were talking about people putting in as little effort as they do in high sec to achieve safety in null, but we're not, not at all.
Aside from the infrastructure and support that goes into holding prepping and securing the space, PVE players have to be alert 100% of the time and well prepared to evac if required. If they are willing to do everything they need to do they should expect the same level of safety. But that's not the same amount of "risk".

So to clarify, null PVE players do work both harder and smarter to keep their safety.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#233 - 2013-12-29 02:23:29 UTC
Lucas Kell wrote:
So if someone PVEs in nullsec and works hard enough to get 99% safe you think they should be nerfed as no matter how hard they work they should not be able to get that way?

I would totally understand if we were talking about people putting in as little effort as they do in high sec to achieve safety in null, but we're not, not at all.
Aside from the infrastructure and support that goes into holding prepping and securing the space, PVE players have to be alert 100% of the time and well prepared to evac if required. If they are willing to do everything they need to do they should expect the same level of safety. But that's not the same amount of "risk".

So to clarify, null PVE players do work both harder and smarter to keep their safety.

Who is getting nerfed?

You described it previously as a waste of time if all it required was more activity to produce the same results.
But different people can do things better than others, and some do it worse.
The whole point of playing a game is for as many people as possible, we refer to them as players, to make efforts in a competitive context against each other. They are then either rewarded or penalized, depending on that context.

Otherwise, you are handed a default reward for just putting in the time. Maybe this is exactly what you want from PvE.
I think they have a whole part of the game already made for this, and you could play there just as easily.
I heard the rewards are comparable already... in high sec.
Lucas Kell
Solitude Trading
S.N.O.T.
#234 - 2013-12-29 03:05:49 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
So if someone PVEs in nullsec and works hard enough to get 99% safe you think they should be nerfed as no matter how hard they work they should not be able to get that way?

I would totally understand if we were talking about people putting in as little effort as they do in high sec to achieve safety in null, but we're not, not at all.
Aside from the infrastructure and support that goes into holding prepping and securing the space, PVE players have to be alert 100% of the time and well prepared to evac if required. If they are willing to do everything they need to do they should expect the same level of safety. But that's not the same amount of "risk".

So to clarify, null PVE players do work both harder and smarter to keep their safety.

Who is getting nerfed?

You described it previously as a waste of time if all it required was more activity to produce the same results.
But different people can do things better than others, and some do it worse.
The whole point of playing a game is for as many people as possible, we refer to them as players, to make efforts in a competitive context against each other. They are then either rewarded or penalized, depending on that context.

Otherwise, you are handed a default reward for just putting in the time. Maybe this is exactly what you want from PvE.
I think they have a whole part of the game already made for this, and you could play there just as easily.
I heard the rewards are comparable already... in high sec.
Well they already have that buddy. People that work harder get more, that's already how the game works. The only difference you want is you want PVP to be forced into the lived of PVE players, because you personally think that would be more fun and more of a challenge. To most of us though, it would be a pointless waste of time.
Local showing a list of players does not suddenly mean that nobody in null has to work to achieve what they do. That's utterly ludicrous.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#235 - 2013-12-29 03:39:53 UTC
Lucas Kell wrote:
The only reason that PVE players will evade is that it's impossible for a PVE player to defend themselves. Nikk likes to put forward the idea that we should have a guard in hostile space, which on paper is sound. Alliances should need to defend their PVE players directly. However when you break that down to gameplay, it would require people to sacrifice their gameplay to sit and watch a PVE player, only getting to have fun if someone engages. That's simply not a possibility, it would not attract anyone, since it's just no fun.



Actually, I've sat guard over PvE'ers before, because our intel guys reported a hostile on the way, and I was looking for some PvP. Countless times the hostile warps in, sees that it is more than just soft targets, and leaves. Because they are not looking for fights. They are looking for ganks. And if they have a shred of self awareness, they realize that every PvE'er who docks up is a victory. Because without firing a shot they have denied the PvE'ers their PvE content.

I have characters that can fly PvP fit ships that can be used to rat, and parked them in anoms, and just get comments from the hostiles (in local no less) that they will not attack me, because they never intended to actually do anything risky, like fight a ship that could fight back. Everyone in nullsec could rat like that I suppose (the ticks aren't too bad), but then again, ratting in a PvP ship while in a fleet with carriers and others ready to warp in makes you a dirty no fun blobber. And they'll be sure to tell you that in local too.


Don't listen to Nikk and the like about their dreams of what nullsec should be like. There can only be 2 results from them.

Either they are being deliberately obtuse and obstinate, because they can pretty much already do exactly what they are asking for. They can day-trip into wormholes like so many others do, and they can run home defense fleets in nullsec like so many others do. Much of what they think Eve should be like is already what Eve is like to the players that aren't lazy.

Or they will eventually get their way, see that it doesn't pan out the way they hoped it would, and be right back in these forums asking for more handouts. Because in the end, they do not realize they are playing the game with other human beings and will never be happy with the unpredictable results that come from human interaction.
Teckos Pech
Hogyoku
Goonswarm Federation
#236 - 2013-12-29 05:13:04 UTC
Shepard Wong Ogeko wrote:
Lucas Kell wrote:
The only reason that PVE players will evade is that it's impossible for a PVE player to defend themselves. Nikk likes to put forward the idea that we should have a guard in hostile space, which on paper is sound. Alliances should need to defend their PVE players directly. However when you break that down to gameplay, it would require people to sacrifice their gameplay to sit and watch a PVE player, only getting to have fun if someone engages. That's simply not a possibility, it would not attract anyone, since it's just no fun.



Actually, I've sat guard over PvE'ers before, because our intel guys reported a hostile on the way, and I was looking for some PvP. Countless times the hostile warps in, sees that it is more than just soft targets, and leaves. Because they are not looking for fights. They are looking for ganks. And if they have a shred of self awareness, they realize that every PvE'er who docks up is a victory. Because without firing a shot they have denied the PvE'ers their PvE content.


The irony...it kills me. P

"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

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#237 - 2013-12-29 06:35:32 UTC  |  Edited by: Shepard Wong Ogeko
Teckos Pech wrote:

The irony...it kills me. P


I will admit, there was a while where we had an ice belt honeypot running, and it resulted in a lot of dead bombers and other random ships. It was worth a few dead Procurers. But no one just sits there all day watching bait. It was something we would set up if we knew hostiles were around. Otherwise, those roaming gangs would have just found an empty system.

And you guys want to make it more of a pain, or more not-free, or whatever, to get that kind PvP. Why do you want to make the game more boring? Quit trying to make an already slow paced game more tedious. Next you'll be saying that skill training is too free, and we need to click a thing or play a minigame to get every skill point.


I think some of you guys have the wrong idea about me. I don't mine, and I don't do much ratting. I'm totally down with murdering the crap out of people with overwhelming force. Some one else already pointed out the kills I was on during Burn Jita. I'm not the nullbear in this debate.

But I know make-work crap mechanics when I see them, and half the ideas in this thread are that. The other half is just lazy people who want easier targets, but don't realize the inevitable gaming of that. Either people move to signatures, then "probes on d-scan" becomes the new "hostile in local". Or move to highsec, which would be a shame.




edit;

Actually, I'll except any changes you guys can dream up, so long as I get one thing. Let me put a cloak on my bait ship and allow me to rat with it on. That way, when some one warps in cloaked, they can't tell that I'm obvious bait and have to engage me to find out.
Lucas Kell
Solitude Trading
S.N.O.T.
#238 - 2013-12-29 12:33:46 UTC
Teckos Pech wrote:
Shepard Wong Ogeko wrote:
Lucas Kell wrote:
The only reason that PVE players will evade is that it's impossible for a PVE player to defend themselves. Nikk likes to put forward the idea that we should have a guard in hostile space, which on paper is sound. Alliances should need to defend their PVE players directly. However when you break that down to gameplay, it would require people to sacrifice their gameplay to sit and watch a PVE player, only getting to have fun if someone engages. That's simply not a possibility, it would not attract anyone, since it's just no fun.



Actually, I've sat guard over PvE'ers before, because our intel guys reported a hostile on the way, and I was looking for some PvP. Countless times the hostile warps in, sees that it is more than just soft targets, and leaves. Because they are not looking for fights. They are looking for ganks. And if they have a shred of self awareness, they realize that every PvE'er who docks up is a victory. Because without firing a shot they have denied the PvE'ers their PvE content.


The irony...it kills me. P
Yes, because one person having done it before, when they knew there were hostiles nearby means that people will surely be happy with doing nothing all day long.
Would you be willing to watch somebody mine for 12 hours knowing that it's likely to result in no kills, but you can't even look away for more than a couple of seconds? You AFK mine, so you don't even do the "watch someone mine stuff", even when its you doing the mining!

If you think that's a reasonable expectation for someone to turn their gameplay experience into staring at the screen doing nothing, then you seriously should not be involving yourself in discussion about game mechanics.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#239 - 2013-12-29 15:46:18 UTC
Lucas Kell wrote:
Well they already have that buddy. People that work harder get more, that's already how the game works. The only difference you want is you want PVP to be forced into the lived of PVE players, because you personally think that would be more fun and more of a challenge. To most of us though, it would be a pointless waste of time.
Local showing a list of players does not suddenly mean that nobody in null has to work to achieve what they do. That's utterly ludicrous.

PvP is not suggested to be forced here. You continually throw hyperbole into things this way.

NOTHING is being forced, in that context of PvP this way.

Offering a choice, to select between different levels of effort, is not forcing anything onto anyone.

If you make less effort than those you play against, the other player will probably win. It doesn't matter what position you both hold at that point, playing a game is supposed to reward the better effort in that context.
Again, noone is being forced.

As you already demonstrate, and clearly approve of with the current stalemate often repeated, you are under no obligation to undock. You are not being forced in any way, beyond the choices you consent to make for your own play.

If one refers to being forced, it is correctly placed in the context of having no other options.
As a PvE player, I have no other options but to use local, as it defines the level of intel needed to be competitive.
In other words, I am FORCED to use local, or drop any hope of being able to compete against other players who do use it.

I would LIKE to work harder with intel, to get better results, but I am forced to use local instead.
Nikk Narrel
Moonlit Bonsai
#240 - 2013-12-29 16:18:21 UTC
I like you Shepard.

Regardless of whether you actually play as you describe, you set a positive example in many ways.
An example I wish more would consider, particularly in your willingness to adapt by watching your PvE assets and ratting in PvP fits.

I think you deserve positive credit for that, just sayin.

Shepard Wong Ogeko wrote:
Lucas Kell wrote:
The only reason that PVE players will evade is that it's impossible for a PVE player to defend themselves. Nikk likes to put forward the idea that we should have a guard in hostile space, which on paper is sound. Alliances should need to defend their PVE players directly. However when you break that down to gameplay, it would require people to sacrifice their gameplay to sit and watch a PVE player, only getting to have fun if someone engages. That's simply not a possibility, it would not attract anyone, since it's just no fun.



Actually, I've sat guard over PvE'ers before, because our intel guys reported a hostile on the way, and I was looking for some PvP. Countless times the hostile warps in, sees that it is more than just soft targets, and leaves. Because they are not looking for fights. They are looking for ganks. And if they have a shred of self awareness, they realize that every PvE'er who docks up is a victory. Because without firing a shot they have denied the PvE'ers their PvE content.

I have characters that can fly PvP fit ships that can be used to rat, and parked them in anoms, and just get comments from the hostiles (in local no less) that they will not attack me, because they never intended to actually do anything risky, like fight a ship that could fight back. Everyone in nullsec could rat like that I suppose (the ticks aren't too bad), but then again, ratting in a PvP ship while in a fleet with carriers and others ready to warp in makes you a dirty no fun blobber. And they'll be sure to tell you that in local too.


Those not in blobs often seek a clearer advantage in a fight.
Blobs being less clear to both sides, with so many more variables present. The perception of risk is more distant, meaning more fights are joined willingly by both sides.
Front line ships, without a blob, are often easily intercepted, limiting the range they can effectively threaten into hostile space.

That is one of the reasons a cloaked ship is less effective by design. In order to be able to more easily avoid a fight, it is balanced to have fewer opportunities where it can recognize such an opportunity.
Sure, it can penetrate deeper into hostile space than a basic frontline vessel, but at this higher cost of being less able to challenge ships it can find there.

Some balance does exist, because of this.

Shepard Wong Ogeko wrote:
Don't listen to Nikk and the like about their dreams of what nullsec should be like. There can only be 2 results from them.

1. Either they are being deliberately obtuse and obstinate, because they can pretty much already do exactly what they are asking for. They can day-trip into wormholes like so many others do, and they can run home defense fleets in nullsec like so many others do. Much of what they think Eve should be like is already what Eve is like to the players that aren't lazy.

2. Or they will eventually get their way, see that it doesn't pan out the way they hoped it would, and be right back in these forums asking for more handouts. Because in the end, they do not realize they are playing the game with other human beings and will never be happy with the unpredictable results that come from human interaction.


Oh, you clever fellow. Life is not multiple choice on such convenient terms.
This is an indirect ad hominem, classifying myself and others as seeking undeserved advantage because we are lazy, and wish to avoid justified efforts on one hand.

On the other hand, you suggest we are seeking results which can only result in disaster. While objectively all can see this is simply your opinion of the results to be expected, you present them as if all know you must be correct, and already accept that.

1. Day tripping into a wormhole requires more of a time window for play than many players can reliably bring. We still seek a challenge, but as others decry in different areas, this time sink demand is a bad fit.
We need that outpost to bring closure to our game session, in order to feel comfortable playing. Like you, we pay to play, so expecting a positive game experience is reasonable.

2. I accept your opinion as being your view.
I reject your opinion as being recognized as the most probable outcome, as there is no evidence to support it with any significant context.
Framing it to paint myself and others as seeking to sabotage the game, or being so poorly informed that we would do this without meaning to, is an attempt to discredit our argument by suggesting we are foolish to make it at all.

You spin things as well as my marketing people do. Do you work in sales, by chance?