These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

The 'Local' chat issue

Author
Nikk Narrel
Moonlit Bonsai
#81 - 2014-04-03 16:21:19 UTC
nahjustwarpin wrote:
... if there was no local in null people wouldn't kill rats there because it would be more profitable to do incurstion lvl5 or even lvl4 missions

Pardon me, but what foundation do you have for this statement?

It seems that one liners like this are being taken as real facts, a bit too often.

Are you saying that a foreign pilot would have an advantage over a local resident, despite only the local resident having intel channels and other resources readily at hand?

I believe the local pilot has the advantage, and I ask for you to explain this seeming assumption that you tossed out here.
Justin Cody
War Firm
#82 - 2014-04-03 16:35:10 UTC
People who multi-box carriers ratting in null pull in about 300M/hour. consistently.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#83 - 2014-04-03 16:35:47 UTC
Mike Voidstar wrote:
The propensity to dock up and not defend your space is high because the mechanics enforce PvE activity in ships that cannot compete in combat with their hunter's dedicated killing machines, and there is nothing in that space worth dying over.

Make space more valuable than the ship you are exploiting it with and people will find a way to stay and fight. Most Carebears are not risk adverse, they just dont have anything worth risking their ships over. If you are not the sort of player for whom just winning a fight is a reward in itself, then the fights in EVE have no meaning.

Stop hunting the carebears, start hunting their predators, and your fights will be much less likely to warp off when you show up in system.


I agree with the first two paragraphs.

The last is based on a fallacy is you'll forgive my position.

Predatory systems exist only where there is a food chain. Predators prey on (relatively) defenceless prey. The choice of prey is a cost/benefit analysis for the predator just as it is for the prey or their manager.

Example:

a) Consider a field of 100 sheep, all ewes in lamb. Your expected return on investment is 100 lambs... unless there is a wolf. In that case your expected return is perhaps 20 lambs at best.

b) Now do it a different way. 100 sheep, 50 ewes and 50 rams. Expected return is now 50 lambs, plus a whole field of rams with sore heads (you see this behaviour in pvp players too if they are left for more than 5 minutes without a specific mission objective - they start shooting each other, or "play fighting").

Now another way:
c) 100 Ewes with a 100% effective early warning system, a wolf-proof fortress and a big red button marked "RAM DROP". Pressing the button drops 100 Rams on the wolf.

Expected return of that scenario is 100 lambs.

Unhappily, null-sec is currently option c. Option b would arguably offer better gameplay.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Mike Voidstar
Voidstar Free Flight Foundation
#84 - 2014-04-03 16:43:47 UTC
Lets take this a step at a time.

First: Why should Null be uncontrollably more dangerous than it is? The point of nullsec is that players can own it. They can defend it. The point of owning and defending space is so that you can do what you want with it, including turning it into a daycare center if you want. Is there a reason other than meaningless phrases like "Sandbox" or "Because Nullsec" that it needs more uncontrollable risk?

Second: You are confidant that you can kill that Golem with your Curse. Should he be less confidant you are correct? How much is he risking by staying vs. What you are risking? Did he even have a point to tackle you with for that defense fleet to get there? Is he losing anything by fleeing compared to the price of his ship?

The situation should be obvious. His defensive strategy was evasion. Since hard tackle is can be applied indefinitely by any size ship and smaller ships are all but immune to the offensive capabilities of larger ships without substancial support his best and only move was to evade preemtively because if he does risk his ship and he is wrong he is assured to lose that ship. Conversely, You risk a fraction of the resources in your ship should you have misjudged. It is exceedingly unlikely he would have tackle, so you dont even risk non-consensual pvp against him. You are likely to be very resilient to his weapons due to your size and speed. Your only goal was killing, it would not have a big deal if his ship had been entirely unfit while his goal was whatever PvE activity he was out there for.

Bottom line: In that encounter he had lost the moment you warped in, because he wanted to PvE and now cannot. He further risks far more than you regardless of his chances of winning. You have nothing he wants except your absence, and providing you with a target and one sided fun wont get him that. You can take nothing more from him except his far more valuable ship as there is nothing in that space that you want or can take that wont be there later. Further, he has people that do enjoy fighting on standby... But rather than fight people who want to fight you moan about the guy who did exactly as he should have in evading you.

The thing you wont understand about carebears is that they dont care about the fighting itself. Regardless of how much you want to kill them, you are not a challenge in their eyes, just a hassle to be avoided until they can go back to playing the way they like-- in theory just as sandbox as your way.
nahjustwarpin
SUPER DUPER SPACE TRUCKS
#85 - 2014-04-03 16:44:41 UTC
Mournful Conciousness wrote:

w-space does offer a higher return, but to more participants. I think in reality the ISK per hour is similar, since you have to factor in salvaging times, transport to trade hubs and real risk.


nullsec ratting gives about the same income as sleepers. true story Roll
Nikk Narrel
Moonlit Bonsai
#86 - 2014-04-03 17:07:13 UTC
This is EVE.

I am not focused on trying to win the battles.
I am not focused on trying to win the wars.
I don't really care how much ISK I make, either.

To me, it's just a game.
All I want to do is have fun.

If I can have fun flying ships, then that is what I will do, regardless of whether they cloak or mine ore.
I think, especially in an MMO, I can have more fun flying ships with another player, than by trying to avoid them.
If that means we shoot pretend lasers on a computer screen, that's just awesome.

At the end of the day, I am paying to play a game, and if I did not have fun, it was done wrong on some level.

Please stop creating incentives for me to avoid other players when I PvE, or making it so easy to play the game that the challenge stops being interesting.

I LIKE the other players who are shooting at me.
In that moment, no matter how far apart we are in real life, they are sitting at a computer screen a lot like mine.

And THEY picked that moment to play with ME.
This is a gift.

It is rude to refuse a gift, or run away from it.

I want to play.
Brewlar Kuvakei
Adeptio Gloriae
#87 - 2014-04-03 17:29:59 UTC
Ssoraszh Tzarszh wrote:
Honestly i think that if it was easy for CCP to do so they would have a long time ago. I believe adding it as a feature in W-Space was only possible because they build it in from the ground up.


Funny because there was a trick that allowed players to not appear in local which was rapidly declared an exploit and closed when 100's of null bots got massacred.
Justin Cody
War Firm
#88 - 2014-04-03 17:33:40 UTC
nahjustwarpin wrote:
Mournful Conciousness wrote:

w-space does offer a higher return, but to more participants. I think in reality the ISK per hour is similar, since you have to factor in salvaging times, transport to trade hubs and real risk.


nullsec ratting gives about the same income as sleepers. true story Roll



In W-space the rate of return depends on a couple things.

1) sites available at any given time (could be 0...could be 20 depending on constellation activity).
2) ability to repeat in other wormholes
3) how you do it

So in a C5/C6 where capital escalations are the common manner of making isk, each site is worth 700-800M (roughly an average).

In general for a team of people it takes (4 dreads*, 2x archon/chimera, one or two loki/rapier+skirmish and armor/siege links)
The dread count can be as low as two if you are a skilled pilot...it also helps to shield tank if you can so save room in those low slots for damage mods.

How nullsec differs and gets a nice income boost:
- you can spawn the same anomalies over and over and over ~infinity.
- steady repeatable and upgradable streams of income.

- WH sites can be run for 4 days in a row before de-spawning (sleepers leave to a nicer place).

We do fine with no local.
A delayed local with a sov upgrade to get instant should be welcomed for more small gang objecctive pvp.
In fact I think every sov upgrade module should have an accompanying POS module that can be assaulted. HP levels should vary making some easier to attack...cyno jammer having lots of hp and a pirate detection array having POCO like HP. You want to maintain your income levels? You should fight for it.
Nikk Narrel
Moonlit Bonsai
#89 - 2014-04-03 17:37:09 UTC
Brewlar Kuvakei wrote:
Ssoraszh Tzarszh wrote:
Honestly i think that if it was easy for CCP to do so they would have a long time ago. I believe adding it as a feature in W-Space was only possible because they build it in from the ground up.


Funny because there was a trick that allowed players to not appear in local which was rapidly declared an exploit and closed when 100's of null bots got massacred.

That would demonstrate why you need to maintain balance.

It is not that local is good or bad, but it is balanced as a result of counter-forces from other mechanics, such as cloaking and hot dropping.

That said, balanced does not equate to enjoyable game play either. It just means you are not more likely to either win or lose.

We want to keep balance, and I am pretty sure we can do better with gameplay.
Mike Voidstar
Voidstar Free Flight Foundation
#90 - 2014-04-03 17:37:48 UTC
I tend to agree, but my definition of fun differs from some others. As EVE is a sandbox I am as entitled to my playstyle as they are to theirs. I like running missions and exploring space. PvP tactics do not work effectively with my playstyle. It can happen, but its not much fun for me.

Local does not create the incentive to run. The nature of the game does that, with its extremely polarized tactical options, ships designed to exploit resources and be prey few counter options against aggression but flight and hiding.


Hard Tackle denies solo PvP hunters their prey, because in a game where the first action is to prevent any sort of escape attempt preemptive flight becomes the best and probably only viable option for survival.
Nikk Narrel
Moonlit Bonsai
#91 - 2014-04-03 17:46:37 UTC
Mike Voidstar wrote:
I tend to agree, but my definition of fun differs from some others. As EVE is a sandbox I am as entitled to my playstyle as they are to theirs. I like running missions and exploring space. PvP tactics do not work effectively with my playstyle. It can happen, but its not much fun for me.

Local does not create the incentive to run. The nature of the game does that, with its extremely polarized tactical options, ships designed to exploit resources and be prey few counter options against aggression but flight and hiding.


Hard Tackle denies solo PvP hunters their prey, because in a game where the first action is to prevent any sort of escape attempt preemptive flight becomes the best and probably only viable option for survival.

Of course local does not create the incentive to run.
It just makes it easier to pick as an option.
Being adaptive, it is human nature to achieve one's goals with the least effort, especially when competition is possible.

Hard tackle is only appropriate when you expect your target to want to evade you.
If your target WANTS to stand and fight, then you have wasted a slot for a module that will not be used.
After all, you cannot stop someone from leaving, unless they first try to leave.

What is the best way to make someone not leave, then?
A point? Maybe a warp bubble even?

No.

Convince them that they can win the fight, and have no reason to want to leave, and they will stay every time.

I think that would be more fun, if both sides thought they could win, and decided to find out by trying it.
nahjustwarpin
SUPER DUPER SPACE TRUCKS
#92 - 2014-04-03 18:26:29 UTC
Justin Cody wrote:

How nullsec differs and gets a nice income boost:
- you can spawn the same anomalies over and over and over ~infinity.
- steady repeatable and upgradable streams of income.

- WH sites can be run for 4 days in a row before de-spawning (sleepers leave to a nicer place).

We do fine with no local.


ofcourse you do fine with no local,. You expose your ships for an hour or so and make as much as nullsec bears in few hours. You have the means to defend yourself when someone tries to gank you. they would have to bring usually bigger force to kill you and with wh mass limits, it's hard. It would be hard to do in nullsec with blops cynos running around throught region and picking off ratters. You can whine as much you like that you get denied pvp from mining barges, but ratting and other nullsec activities don't give as much income as you think. And with no local it would be more dangerous than wormholes, people there would be exposed with their ships to gangs all the time.There would be no benefit from sitting in space that gives a bit more income than hisec but at constant threat of hotdrop.
Mike Voidstar
Voidstar Free Flight Foundation
#93 - 2014-04-03 18:47:59 UTC
Nikk Narrel wrote:
Mike Voidstar wrote:
I tend to agree, but my definition of fun differs from some others. As EVE is a sandbox I am as entitled to my playstyle as they are to theirs. I like running missions and exploring space. PvP tactics do not work effectively with my playstyle. It can happen, but its not much fun for me.

Local does not create the incentive to run. The nature of the game does that, with its extremely polarized tactical options, ships designed to exploit resources and be prey few counter options against aggression but flight and hiding.


Hard Tackle denies solo PvP hunters their prey, because in a game where the first action is to prevent any sort of escape attempt preemptive flight becomes the best and probably only viable option for survival.

Of course local does not create the incentive to run.
It just makes it easier to pick as an option.
Being adaptive, it is human nature to achieve one's goals with the least effort, especially when competition is possible.

Hard tackle is only appropriate when you expect your target to want to evade you.
If your target WANTS to stand and fight, then you have wasted a slot for a module that will not be used.
After all, you cannot stop someone from leaving, unless they first try to leave.

What is the best way to make someone not leave, then?
A point? Maybe a warp bubble even?

No.

Convince them that they can win the fight, and have no reason to want to leave, and they will stay every time.

I think that would be more fun, if both sides thought they could win, and decided to find out by trying it.



And the issue becomes how to incentivise holding ground over hiding. This is the true root of the issue with EVEs PvP.

In HiSec, no one cares about local unless under a wardec. They are awash in neutrals with few worries, because holding your ground with a strong tank is a viable option due to CONCORD. In that environment little casual violence occurs because cost is a factor in thier predations, and the model truely becomes Predator/Prey because the freighter ganks are for the profit, mostly. You might could remove local from hisec and it would take half the server the better part of a week to notice.

LoSec just plain gets avoided by the vast majority. You cant own it, there is still a minor cost, and most of the reward for PvP is just the pleasure of watching explosions. As a non-combat oriented pilot the cost of doing business is just too annoying and impractical to be worth doing, which curtails most profit motivated PvP as well. It can be done, and with more profit than HiSec, its just too much hassle on the PvE end. It is the home and heart of Predator/victim PvP. This is and should be the most dangerous area of EVE, and real incentives to stand and fight are badly needed.

NullSec is not well named. It just isnt secured by the four main empires, and is instead meant to be a land of bickering city-states, each as secure or not as the owners can manage. There should be more incentive to fight than there is, but it already has things in place to make it worth defending. The issue here is that combat pilots raised in EVEs culture of victimization prefer to attack soft targets and run from counter combats. Non-combat ships here should be viable to operate when escorted, but the gold standard for that is CONCORD, so other methods should be made available.

Justin Cody
War Firm
#94 - 2014-04-03 18:49:31 UTC
nahjustwarpin wrote:
Justin Cody wrote:

Stuff I said.


ofcourse you do fine with no local,. You expose your ships for an hour or so and make as much as nullsec bears in few hours. You have the means to defend yourself when someone tries to gank you. they would have to bring usually bigger force to kill you and with wh mass limits, it's hard. It would be hard to do in nullsec with blops cynos running around throught region and picking off ratters. You can whine as much you like that you get denied pvp from mining barges, but ratting and other nullsec activities don't give as much income as you think. And with no local it would be more dangerous than wormholes, people there would be exposed with their ships to gangs all the time.There would be no benefit from sitting in space that gives a bit more income than hisec but at constant threat of hotdrop.


Who said anything about null getting no local? I'm suggesting a delayed local unless you pay for an upgrade. HAHDURRRR. It wouldn't be any more dangerous in your prime ratting system than it is now...you would just need to pay for the privilege. Oh and people like me could come in and screw with your privilege to create content...that is force you to defend your space.

Obviously you don't look at our killboard...not all that many mining barges on there. We catch plenty of idiot carriers without the need to awox. We routinely engage Goons and Goon renters in actual brawls for fun and if we catch a miner it is rare. Miners are poor prey for the most part. Most cry with unbelievable tears that they got ganked and how life is unfair and it goes on and on and on just like in this thread.

*but but mr. pvp sir I don't wanna be involved in the same game as you so leave me alone!*

H
T
F
U

Nikk Narrel
Moonlit Bonsai
#95 - 2014-04-03 18:50:39 UTC
nahjustwarpin wrote:
...There would be no benefit from sitting in space that gives a bit more income than hisec but at constant threat of hotdrop.

I believe this is the central point you were relaying here.

If you were to remove the alert system provided by local automatically, and add in the balances such as effort driven intel along with the ability to actually hunt cloaked ships, hot dropping would vanish.

Especially if it were considered dangerous to be on grid, by yourself, with an armed PvE ship that could pop your cyno boat before they had the time to cyno in reinforcements.

If sensor boosters were to give a ratting ship a fast enough lock time, that little frigate would pop before anyone even had a chance to notice the beacon.

And this, by necessity, assumes that you are operating in a system with no cyno jammer too.

Make that ship a more expensive T2 covert vessel, so it can mount that covert cyno.
It's either too weak, and pops like any other frigate, or it's so expensive, that you are happy to trade kill mails with your T1 ratting ship vs that Force Recon.

They are out at least 165 million.
You? Maybe 20 million or so, depending how you fit it.

And guess who gets bragging rights afterwards.
Justin Cody
War Firm
#96 - 2014-04-03 18:51:41 UTC
why do all you miners engage in mining without an escort in null?
Nikk Narrel
Moonlit Bonsai
#97 - 2014-04-03 18:57:51 UTC
Justin Cody wrote:
why do all you miners engage in mining without an escort in null?

Typically speaking, null PvP fans tend to be impatient about waiting for action, and wander off looking for trouble.
As you may expect, the miner is left to fend for themselves at that point.

Miners often end up relying on second accounts or others who happen to notice a new name and report it to an intel channel.

We are apparently comparable to watching paint dry / grass grow, etc.
Justin Cody
War Firm
#98 - 2014-04-03 19:00:46 UTC
Nikk Narrel wrote:
Justin Cody wrote:
why do all you miners engage in mining without an escort in null?

Typically speaking, null PvP fans tend to be impatient about waiting for action, and wander off looking for trouble.
As you may expect, the miner is left to fend for themselves at that point.

Miners often end up relying on second accounts or others who happen to notice a new name and report it to an intel channel.

We are apparently comparable to watching paint dry / grass grow, etc.



you just need more team work
Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#99 - 2014-04-03 19:04:34 UTC
Speaking only for myself, I always hope our pve fleets get attacked. Fun for everyone!

No trolling please

Nikk Narrel
Moonlit Bonsai
#100 - 2014-04-03 19:16:47 UTC
Justin Cody wrote:
Nikk Narrel wrote:
Justin Cody wrote:
why do all you miners engage in mining without an escort in null?

Typically speaking, null PvP fans tend to be impatient about waiting for action, and wander off looking for trouble.
As you may expect, the miner is left to fend for themselves at that point.

Miners often end up relying on second accounts or others who happen to notice a new name and report it to an intel channel.

We are apparently comparable to watching paint dry / grass grow, etc.



you just need more team work

Actually, I would not say need, but I would rather say WANT.

I feel it is not optimum game design to make players need something they cannot provide for themselves, in order to enjoy the game.
They should still have a linear style reduced reward for play when others are simply not available.

In some ways, it should be enough that they have the indirect support of those who would build the stations and outposts, as well as anchor the jammers and upgrades.

But, in my opinion, it should never be preferable to play in reduced numbers or solo. Only practical when the option is not available to group.