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Replacing Local

First post
Author
Nikk Narrel
Moonlit Bonsai
#241 - 2013-12-29 16:23:03 UTC
Shepard Wong Ogeko wrote:
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.

Uh.... even if the idea of making a direct profit cloaked* was not laughable, how could a bait ship draw targets to an ambush, if the targets could not find it?

(No cloaked ship makes direct profit. Modifying the behavior of others through their own fear is indirect at best, and not considerable as a profit at all by many)
Teckos Pech
Hogyoku
Goonswarm Federation
#242 - 2013-12-29 16:35:53 UTC  |  Edited by: Teckos Pech
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' blog


Wow, that is an interesting statement to me. It tells me Lucas is loss averse rather than risk averse and in that case, null is probably not a place for him.

Quote:
Risk aversion is a concept in economics and finance, based on the behavior of humans (especially consumers and investors) while exposed to uncertainty to attempt to reduce that uncertainty.

Risk aversion is the reluctance of a person to accept a bargain with an uncertain payoff rather than another bargain with a more certain, but possibly lower, expected payoff. For example, a risk-averse investor might choose to put his or her money into a bank account with a low but guaranteed interest rate, rather than into a stock that may have high expected returns, but also involves a chance of losing value.

In economics and decision theory, loss aversion refers to people's tendency to strongly prefer avoiding losses to acquiring gains. Some studies suggest that losses are twice as powerful, psychologically, as gains.[citation needed] Loss aversion was first demonstrated by Amos Tversky and Daniel Kahneman.[1]

This leads to risk aversion when people evaluate an outcome comprising similar gains and losses; since people prefer avoiding losses to making gains.

Loss aversion may also explain sunk cost effects.

Loss aversion implies that one who loses $100 will lose more satisfaction than another person will gain satisfaction from a $100 windfall. In marketing, the use of trial periods and rebates tries to take advantage of the buyer's tendency to value the good more after he incorporates it in the status quo.

Note that whether a transaction is framed as a loss or as a gain is very important to this calculation: would you rather get a $5 discount, or avoid a $5 surcharge? The same change in price framed differently has a significant effect on consumer behavior. Though traditional economists consider this "endowment effect" and all other effects of loss aversion to be completely irrational, that is why it is so important to the fields of marketing and behavioral finance. The effect of loss aversion in a marketing setting was demonstrated in a study of consumer reaction to price changes to insurance policies.[2] The study found price increases had twice the effect on customer switching, compared to price decreases.


Two things first:

1. This is not an insult at all, at least it is not intended that way. It is merely an observation based on Lucas' written statement.

2. The reason I say Lucas is loss averse is because his statement focuses on the risk--i.e. the chance of avoiding loss. Also Lucas' statement completely ignores the rewards. In another discussion thread when suggesting a boost to the rewards to PvE in null if there is an increase in the risk of loss those statements have been met with considerable derision (and not just by Lucas, but others who oppose changing local).

Another way to put is a risk averse person would look at a change in the chances of a loss and redo the risk-reward calculus. If it still paid off to undock in null and do PvE they would (and to be sure some players who are in the margin* would also leave in this situation.). A loss averse person would likely just leave. Also, if the chances of loss changes for the worse and the rewards changes for the better, a risk averse person would once again redo the risk/reward calculus and then decide to undock or leave null. The loss averse player, if he decided to leave, would be less influenced by the increase in rewards.

That Lucas is focusing solely on the chances of avoiding a loss and thereby implicitly on the chances of a loss and ignoring any potential boost to PvE activities strongly suggests to me he is loss averse.

Now, I'd also say that null is not supposed to be home to loss averse players, IMO. Null is supposed to be home to players who accept the risks to gain the rewards. If the loss averse leave null...well too bad, but perhaps that is not where they should have been in the first place.

The above, again is not intended to be insulting, but to possibly help move the discussion along. If one group is loss averse and the other risk averse, then there is a very real possibility of the two sides simply "talking past each other".

*By at the margins, I mean those players who see the current risk/reward calculus as just sufficient to undock and an increase in the risk would lead them to at the very least relocate in null, or failing that to head for high sec. Again, no insult implied or intended. I am looking at behavior and not making any sort of qualitative statement about any player. I see this whole issue partly as a fascinating experiment in how people behave and don't consider any response any better or worse than any other response. In fact, I've known players in null who focus almost exclusively on PvE and have been very happy they do....because I don't have to do any of the things such players do (refilling Jump Bridges, importing stuff for the alliance, etc.).

"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
#243 - 2013-12-29 16:43:06 UTC
Shepard Wong Ogeko wrote:
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.


My point is how you see victory for the PvP entering system and causing people to dock, but you don't when the same hostile buggers off because some of your guys are in PvP ships waiting for him.

Too me both are "victories" in that they accomplish, at least in part, what the opposing player set out to do (disrupt null sec PvE of a hostile group/preventing said disruption).

"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
#244 - 2013-12-29 16:59:33 UTC
Shepard Wong Ogeko wrote:
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.


Local is infallible in the sense that it always gives correct information, what information it gives and there is no way to directly counter it. This is most amusing when one looks over the anti-AFK cloaking threads because there the pro-local/anti-AFK cloaking players always complain that cloaks have no direct counter. It is then pointed out that neither does local and that local and cloaking devices provide indirect counters to each other. Local lets you know the cloaked pilot is there irrespective of the status of the cloaking module. The cloaking module lets the invader adversely effect the residents of a system also via local.

Also, your note above completely and totally supports what I wrote.

You claim: Local is an imperfect intel system (doesn't report ship type for example, doesn't report location, etc.)

Also we know that local gives an "advance warning" to pilots in a system. This has been demonstrated empirically and has been explained via client/server interactions. This is not even a claim, but really a fact.

So if we accept your claim and the fact that local provides advanced warning to residents local is an imperfect intel system that provides the residents with an advantage. Thus players will not have to die mechanistically in such a setting.

"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
#245 - 2013-12-29 17:07:30 UTC
Lucas Kell wrote:
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.


I'm going to call Bravo Sierra on this.

First, I was noting the different interpretations of "success" in relatively similar circumstances:

Invader cause PvE pilots to dock--Victory!!!!!!

Having a PvP response element prevents invaders from causing PvE pilots for docking--Defeat!!!!!!!

Never mind that the usual course of events the first scenario ALSO RESULTS IN NO KILLS. Somehow this is a victory for the invader. But keeping the invader away and ALSO GETTING NO KILLS is a miserable horrible thing.

I'd say that it is a case of wanting one's cake and eating it too. Hence my statement about irony.

As for you claim that the PvP pilots would have to do nothing but stare at local is also suspect. If you have both PvE and PvP pilots doing their thing in your space then it is indeed possible to not stare at local all the time...why? Because there is more than one person. Add on things like voice comms and jump bridges and cynos (both covert and regular) and the defenders can move around their home turf much more easily than an invader. Given choke point systems it is also possible to use scouts to spot incoming hostiles.

So...for one who complained so much about hyperbole...perhaps you should look to your own posts first.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#246 - 2013-12-29 17:59:48 UTC
Nikk Narrel wrote:
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.
OK. With what you want PVP forced on them if they want to successfully PVE in null. You've said it yourself that if they don't want it they go back to high sec. That is the same ******* thing as forcing them to PVE. Saying to someone "you're not forced to PVP, but if you don't PVP you have to **** off back to highsec" is the same thing.

What you want you can already get. It's called wormholes. If you don;t like null as it is, how about YOU **** off, rather than suggesting we force everyone else to have to have their gamplay style stripped from them to save you a couple of jumps.

I'm fed up of listening to you telling us over and over that null players have no risk, do nothing to gain what they get and should be forced to do things your way. You're wrong buddy. Null PVE player work really hard, have to mitigate a lot of risks ad all to get only a fraction more income. If you don;t like it you can get your gameplay elsewhere. Stop presuming that your way is the right one and effectively trying to kill null.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#247 - 2013-12-29 18:01:53 UTC
Nikk Narrel wrote:
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.
You realise this is effectively saying you are too ******* lazy to put in the effort, so instead everyone else should be forced to do things your way so you don't have to. **** off. Seriously.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#248 - 2013-12-29 18:05:59 UTC
Teckos Pech 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' blog


Wow, that is an interesting statement to me. It tells me Lucas is loss averse rather than risk averse and in that case, null is probably not a place for him.
You're whole post was TL;DR, so I'll just address this part.
Null PVE players, the large scale ones, need to be able to predict their levels of efficiency. If we can't we can't plan in advance. Without that, null PVE would not be able to keep up with the use of the products. It's really simple.
I honestly don't give a **** if you want to pretend you don;t understand and tell me whether or not you think I am suited to null. People like Nikk with their heads in the ******* clouds thinking we could run industry in null in ventures have no clue what they are talking about.

Honestly I get tired of listening to you guys rant on an on about **** that you clearly have zero experience with.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#249 - 2013-12-29 18:09:53 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
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.
You realise this is effectively saying you are too ******* lazy to put in the effort, so instead everyone else should be forced to do things your way so you don't have to. **** off. Seriously.

Rude, as well as ad hominem.

If you cannot refute a point, but must rely solely on discrediting the poster, why are you suggesting you are debating at all?

This is more akin to formalized name calling, and you would be more honest to say you play differently, and leave it at that.

If you can't avoid saying purely opinionated things against someone, perhaps hitting quote is the wrong direction.
Lucas Kell
Solitude Trading
S.N.O.T.
#250 - 2013-12-29 18:11:35 UTC
Teckos Pech wrote:
I'm going to call Bravo Sierra on this.

First, I was noting the different interpretations of "success" in relatively similar circumstances:

Invader cause PvE pilots to dock--Victory!!!!!!

Having a PvP response element prevents invaders from causing PvE pilots for docking--Defeat!!!!!!!

Never mind that the usual course of events the first scenario ALSO RESULTS IN NO KILLS. Somehow this is a victory for the invader. But keeping the invader away and ALSO GETTING NO KILLS is a miserable horrible thing.

I'd say that it is a case of wanting one's cake and eating it too. Hence my statement about irony.

As for you claim that the PvP pilots would have to do nothing but stare at local is also suspect. If you have both PvE and PvP pilots doing their thing in your space then it is indeed possible to not stare at local all the time...why? Because there is more than one person. Add on things like voice comms and jump bridges and cynos (both covert and regular) and the defenders can move around their home turf much more easily than an invader. Given choke point systems it is also possible to use scouts to spot incoming hostiles.

So...for one who complained so much about hyperbole...perhaps you should look to your own posts first.
HOW?
how does a PVP player "do his thing" in PVE space? Or are you saying we should only PVE on the front line?

Seriously guy I don't have time to read your walls of nonsense text. Go learn about null mechanics, then come back ad tell me how PVP players will have a **** load of fun watching people mine.

Sigh.. I hate having conversations with nublets that have no idea about the mechanics they cry about. Maybe you should spend less time AFK mining in high sec and more time supporting your alliance.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#251 - 2013-12-29 18:14:20 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
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.
You realise this is effectively saying you are too ******* lazy to put in the effort, so instead everyone else should be forced to do things your way so you don't have to. **** off. Seriously.

Rude, as well as ad hominem.

If you cannot refute a point, but must rely solely on discrediting the poster, why are you suggesting you are debating at all?

This is more akin to formalized name calling, and you would be more honest to say you play differently, and leave it at that.

If you can't avoid saying purely opinionated things against someone, perhaps hitting quote is the wrong direction.

Yes, t's an ad hominem because
1. I don't like you
2. I'm fed up of you getting high an mighty when you clearly know nothing about the game.
3. I can't be bothered to read to your walls of text for eternity where you continuously tell us we are wrong. simply because you want an easy game.

You want to play different, that's fine. But stop telling people they SHOULD have to play YOUR WAY because you are too ******* lazy to do the things that already would allow you to play the way you want.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#252 - 2013-12-29 18:40:54 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Teckos Pech wrote:
I'm going to call Bravo Sierra on this.

First, I was noting the different interpretations of "success" in relatively similar circumstances:

Invader cause PvE pilots to dock--Victory!!!!!!

Having a PvP response element prevents invaders from causing PvE pilots for docking--Defeat!!!!!!!

Never mind that the usual course of events the first scenario ALSO RESULTS IN NO KILLS. Somehow this is a victory for the invader. But keeping the invader away and ALSO GETTING NO KILLS is a miserable horrible thing.

I'd say that it is a case of wanting one's cake and eating it too. Hence my statement about irony.

As for you claim that the PvP pilots would have to do nothing but stare at local is also suspect. If you have both PvE and PvP pilots doing their thing in your space then it is indeed possible to not stare at local all the time...why? Because there is more than one person. Add on things like voice comms and jump bridges and cynos (both covert and regular) and the defenders can move around their home turf much more easily than an invader. Given choke point systems it is also possible to use scouts to spot incoming hostiles.

So...for one who complained so much about hyperbole...perhaps you should look to your own posts first.
HOW?
how does a PVP player "do his thing" in PVE space? Or are you saying we should only PVE on the front line?

Seriously guy I don't have time to read your walls of nonsense text. Go learn about null mechanics, then come back ad tell me how PVP players will have a **** load of fun watching people mine.

Sigh.. I hate having conversations with nublets that have no idea about the mechanics they cry about. Maybe you should spend less time AFK mining in high sec and more time supporting your alliance.


Learn to read buddy, I never said anything was "fun" but noting the different interpretations two activities with similar outcomes.

PvP pilot enters system, PvE pilots dock up. That is success.

PvP pilots form up to defend PvE assets from a reported incoming hostile, hostile buggers off. A failure.

It is a double standard.

Edit: and if people form up to protect PvE, there is more than 1 pilot in fleet, not everyone has to stare at the screen all the time. So if you are going to do this, take shifts. That is your hyperbole.

Edit II: Nowhere did I say any of this was "fun". That was your interpretation of my posts. It is your failure at reading my posts.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#253 - 2013-12-29 18:57:50 UTC
Teckos Pech wrote:
Learn to read buddy, I never said anything was "fun" but noting the different interpretations two activities with similar outcomes.

PvP pilot enters system, PvE pilots dock up. That is success.

PvP pilots form up to defend PvE assets from a reported incoming hostile, hostile buggers off. A failure.

It is a double standard.

Edit: and if people form up to protect PvE, there is more than 1 pilot in fleet, not everyone has to stare at the screen all the time. So if you are going to do this, take shifts. That is your hyperbole.

Edit II: Nowhere did I say any of this was "fun". That was your interpretation of my posts. It is your failure at reading my posts.
Who said that the hostiles buggering of is a failure? If your aim is to stop a PVE player dying, then obviously that's a success. You've done it again. Making up some **** between the lines and responding to your own interpretation to things nobody has said.

Why should anyone have to "take shifts" to play a game. It's a game, not a career.

OK, so what is your complaint then. If games are for fun, and guarding PVE players is not fun, then surely we are in agreement that PVP player shouldn't have to guard PVE players?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#254 - 2013-12-29 19:30:19 UTC
Lucas Kell wrote:
Who said that the hostiles buggering of is a failure? If your aim is to stop a PVE player dying, then obviously that's a success. You've done it again. Making up some **** between the lines and responding to your own interpretation to things nobody has said.


Go back and read the thread Lucas. Shephard complained that the hostile is successful because they can deny the PvE pilot content without firing a shot...but run away at the slightest sign of resistance....and that he gets no kills. I found the post amusing. One the one hand it is bad that a hostile shows up and makes everyone dock up...with the implicit view that avoiding PvP while doing PvE is a good thing. But then when forming up for a bit of PvP there appears to be an implicit view that he was somehow guaranteed some PvP when the hostile decided to look for softer targets elsewhere.

In other words, I was noting what you note above. Somehow you got confused and thought I was implying fun in there somewhere when in fact there is no such implication....you read it into my post.

Quote:
Why should anyone have to "take shifts" to play a game. It's a game, not a career.


Nowhere did I say they had to do this. You cannot quote me on that. What I did say is that if one does decide to protect their PvE assets they wont have to sit there starring at the screen the entire time. That your statement to that effect is hyperbole. And given that you cry about others use of hyperbole you should clean up your own act first.

I was thinking of the activity, setting up a PvP reaction team while people PvE, as being somewhat similar to camping a gate. Not everyone stares at local 100% of the time when gate camping....like in EC-.

Quote:
OK, so what is your complaint then. If games are for fun, and guarding PVE players is not fun, then surely we are in agreement that PVP player shouldn't have to guard PVE players?


Stop putting words in my posts would be my first complaint.

Point to where I said standing guard over PvE pilots was "fun" (hint, you can't because I never did)?

You also imagine slights and insults where none actually exists. My noting you are displaying behavior that is more along the lines of loss averse vs. risk averse is not an insult. It would be like taking offense to somebody pointing you are male and not female.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#255 - 2013-12-29 20:00:07 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Who said that the hostiles buggering of is a failure? If your aim is to stop a PVE player dying, then obviously that's a success. You've done it again. Making up some **** between the lines and responding to your own interpretation to things nobody has said.


Go back and read the thread Lucas. Shephard complained that the hostile is successful because they can deny the PvE pilot content without firing a shot...but run away at the slightest sign of resistance....and that he gets no kills. I found the post amusing. One the one hand it is bad that a hostile shows up and makes everyone dock up...with the implicit view that avoiding PvP while doing PvE is a good thing. But then when forming up for a bit of PvP there appears to be an implicit view that he was somehow guaranteed some PvP when the hostile decided to look for softer targets elsewhere.

In other words, I was noting what you note above. Somehow you got confused and thought I was implying fun in there somewhere when in fact there is no such implication....you read it into my post.
Erm... OK, so to clarify what you are saying is that in fact nobody said it was a failure. Boring, sure, which is why we are saying that it shouldn't be made to be THE WAY to survive in null like Nikk would like it to be.
I think what Shepard was trying to point out is that these people that say they want "PVP" in fact want to gank, and have no interest in PVP, which is why they cry for buffs to ganking.

Teckos Pech wrote:
Nowhere did I say they had to do this. You cannot quote me on that. What I did say is that if one does decide to protect their PvE assets they wont have to sit there starring at the screen the entire time. That your statement to that effect is hyperbole. And given that you cry about others use of hyperbole you should clean up your own act first.

I was thinking of the activity, setting up a PvP reaction team while people PvE, as being somewhat similar to camping a gate. Not everyone stares at local 100% of the time when gate camping....like in EC-.
If you think it's gonna be so fun, why don't you start doing it for your alliance instead of afk mining in high sec then?

The point remains and is simple. IT WOULD BE NO FUN. How hard is it to understand that putting a mechanic that is ZERO FUN into a GAME is a bad idea? Seriously. EC- they camp for PVP, and know that a lot of people will come through. That's different from sitting in a backend system, protecting PVE players. It's understandable if you don;t understand the difference since it appears you knowledge of null is somewhat limited.

Teckos Pech wrote:
Stop putting words in my posts would be my first complaint.
When you stop misinterpreting almost everyone, I'll stop "putting words in your mouth", how's that? and in this instance nothing was put in your mouth, since it was a question.

Teckos Pech wrote:
Point to where I said standing guard over PvE pilots was "fun" (hint, you can't because I never did)?

You also imagine slights and insults where none actually exists. My noting you are displaying behavior that is more along the lines of loss averse vs. risk averse is not an insult. It would be like taking offense to somebody pointing you are male and not female.
Uh, reread the quote you quoted. I didn't say you did say it was fun. I asked you a simple question. If it is not fun, and if games are supposed to be fun, then surely the conclusion there's is that guarding PVE players is not a good idea for the game right? Or do you disagree?

And I didn't say you saying I was loss averse was an insult. I said you can take you opinions about whether or not you, a high sec carebear who occasionally swans down to null for a blob fleet, think I should be be in null or not and shove them up your ass. I don't need someone with barely the basics of null mechanic knowledge telling me where I should be playing.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#256 - 2013-12-29 21:23:59 UTC
Teckos Pech wrote:

Go back and read the thread Lucas. Shephard complained that the hostile is successful because they can deny the PvE pilot content without firing a shot...but run away at the slightest sign of resistance....and that he gets no kills. I found the post amusing. One the one hand it is bad that a hostile shows up and makes everyone dock up...with the implicit view that avoiding PvP while doing PvE is a good thing. But then when forming up for a bit of PvP there appears to be an implicit view that he was somehow guaranteed some PvP when the hostile decided to look for softer targets elsewhere.


Part of why my views on who is 'winning' is has to do with framing.

A single guy in a stealth bomber can have a very successful trip to nullsec if his goal is to simply disrupt PvE activity and not get killed.

A single guy in a stealth bomber can have a very bad time if his goal is to get an easy soft target, or anything approaching a fair fight. If he is patient, he can be rewarded. If he has so little time to play Eve, as Nikk complains about, he will not be very successful. A successful ambush takes time, and if you don't have the time, you better find something else to do.

On the flip side, the defenders can have a good time if their goal is just to make the hostile log off or leave the area. The most nonsense kitchen sink fleets can get the hostiles crying about how unfair we are as we chase them out of the region.

If you are in a home defense fleet and actually expect to get killmails, you are often setting yourself up for disappointment. Cloak/nullified T3's are very close to impossible to catch. Regular covops cloaks can be caught if you have a bunch of fast tackle and luck out on a decloak. The new interceptors need more the 2500 scan res if you want any hope of landing a point. Setting up bait takes a fair amount of intel, coordination, and risking the bait. Sometimes you just have to be happy with hearing the hostiles cry about how dishonorable you are as they run from your space.



What I personally want doesn't really matter. The bulk of my isk is made with a character that mostly sits in Jita, and Jita has an anti-local, having so much info it is unusable.

Some of this is just an example of what these levels of entitlement look like from the other side. People complain that PvE in nullsec has too little risk, but it is also a fact that covops cloaks are basically a "can't PvP me" button that can be used to make roaming nullsec a very low risk activity. I love my covops cloaks, but making it way harder to track me down while using one is game brakingly bad.

And keep in mind, I'm part of an alliance that can throw together 100+ player bomber gangs and fling them around with blops bridges in any time zone. Make local in all of nullsec delayed like wormholes, and you might as just hand over all of null to us and our allies. Bomber/Blops gangs would just be too powerful not to use.
Teckos Pech
Hogyoku
Goonswarm Federation
#257 - 2013-12-29 21:26:30 UTC  |  Edited by: Teckos Pech
Teckos Pech wrote:
Somehow you got confused and thought I was implying fun in there somewhere when in fact there is no such implication....you read it into my post.

[snip]

Nowhere did I say they had to do this. You cannot quote me on that. What I did say is that if one does decide to protect their PvE assets they wont have to sit there starring at the screen the entire time. That your statement to that effect is hyperbole. And given that you cry about others use of hyperbole you should clean up your own act first.

I was thinking of the activity, setting up a PvP reaction team while people PvE, as being somewhat similar to camping a gate. Not everyone stares at local 100% of the time when gate camping....like in EC-.


Lucas Kell wrote:
If you think it's gonna be so fun, why don't you start doing it for your alliance instead of afk mining in high sec then?

[snip]

When you stop misinterpreting almost everyone, I'll stop "putting words in your mouth", how's that? and in this instance nothing was put in your mouth, since it was a question.


Now that is some serious irony there.

"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
#258 - 2013-12-29 21:32:38 UTC
Shepard Wong Ogeko wrote:
People complain that PvE in nullsec has too little risk....


I'd like to point out that some of those "people" were the CCP representatives talking to the CSM. Carriers are/were injecting too much isk into the game from their perspective...which is probably wider than, mine, Lucas' or yours, FWIW.

Also, regarding local we have CCP on record as saying they are disappointed in local as an intel mechanism and that it is so powerful.

The purpose of this thread is to propose alternatives, whine and complaining about the removal of local, is not really on topic.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#259 - 2013-12-29 23:29:19 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
Teckos Pech wrote:
Somehow you got confused and thought I was implying fun in there somewhere when in fact there is no such implication....you read it into my post.

[snip]

Nowhere did I say they had to do this. You cannot quote me on that. What I did say is that if one does decide to protect their PvE assets they wont have to sit there starring at the screen the entire time. That your statement to that effect is hyperbole. And given that you cry about others use of hyperbole you should clean up your own act first.

I was thinking of the activity, setting up a PvP reaction team while people PvE, as being somewhat similar to camping a gate. Not everyone stares at local 100% of the time when gate camping....like in EC-.


Lucas Kell wrote:
If you think it's gonna be so fun, why don't you start doing it for your alliance instead of afk mining in high sec then?

[snip]

When you stop misinterpreting almost everyone, I'll stop "putting words in your mouth", how's that? and in this instance nothing was put in your mouth, since it was a question.


Now that is some serious irony there.
If you say so buddy. If you say so. I'm sure everyone's mega impressed listening to you patting yourself on the back every 2 seconds about all of this "irony" which seems to only exist for you. Are you not natively an English speaker? I think things must be getting lost in translation.

Oh and:
Teckos Pech wrote:
I was thinking of the activity, setting up a PvP reaction team while people PvE, as being somewhat similar to camping a gate. Not everyone stares at local 100% of the time when gate camping....like in EC-.
So you are confirming that is not fun?
So why the **** are you expecting people to have to do that then? Why even bring that up if that is still just as little fun?

You will literally argue anythign that is said to you lol. Have you just finished uni or are you still there now? BEcause that's what you come across like. A recent uni grad who still thinks they know absolutely everything, and no matter what you say they just want to argue it.

You have clearly agreed that guarding PVE players would not be fun. So that's that, surely. It's a bad idea to put in game mechanics that are no fun (not talking about the whole local idea, just the idea that PVE players should be guarded by PVP players).

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#260 - 2013-12-29 23:38:14 UTC
Nikk Narrel wrote:

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.


You can probably find a wormhole in about a half hour at the most. They are very common. If you can't make time in your day for day-trips to wormholes, then Eve just might not be the game for you.

When I've had periods in life when I couldn't spend hours playing a complicated PC based MMO, I player FPS on consoles. Log in and be shooting people in minutes. But Eve is a slower paced game, and even the code behind it is very tolerant of lag and slower computers. It just is not built to be a twitch game with quick gratification.