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The 'Local' chat issue

Author
Mike Voidstar
Voidstar Free Flight Foundation
#101 - 2014-04-03 19:31:34 UTC
Justin Cody wrote:
why do all you miners engage in mining without an escort in null?



Because mining sucks. It sucks even more to watch someone else mine.

Its not so bad to play Concord, forming up on a Titan and ready to bridge to a combat zone.
Mike Voidstar
Voidstar Free Flight Foundation
#102 - 2014-04-03 19:35:22 UTC  |  Edited by: Mike Voidstar
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


You just need to stop assuming everyone should enjoy the game the way you want. Sandbox means we get tools to do with as we will, not decide which way is 'right'.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#103 - 2014-04-03 19:41:34 UTC
Justin Cody wrote:
why do all you miners engage in mining without an escort in null?


I don't mine, but from the other side's perspective...

Babysitting miners is boring. I mean, mining itself isn't any fun, but at least they are doing something to make isk. "Escorting" miners is even less interesting and pays nothing. If the miners have to share their revenue, they might as well go to highsec where Concord will protect them for free.

I'd much rather go on a roam.


It really isn't that hard to imagine. After all, you yourself come in here and talk about how awesome it is to hunt stuff. You aren't here to purpose changes to the game to make miner escorting more fun.

If you like combat so much, and miners attract fights, why aren't you escorting miners?
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#104 - 2014-04-03 21:16:43 UTC
Shepard Wong Ogeko wrote:
Justin Cody wrote:
why do all you miners engage in mining without an escort in null?


I don't mine, but from the other side's perspective...

Babysitting miners is boring. I mean, mining itself isn't any fun, but at least they are doing something to make isk. "Escorting" miners is even less interesting and pays nothing. If the miners have to share their revenue, they might as well go to highsec where Concord will protect them for free.

I'd much rather go on a roam.


It really isn't that hard to imagine. After all, you yourself come in here and talk about how awesome it is to hunt stuff. You aren't here to purpose changes to the game to make miner escorting more fun.

If you like combat so much, and miners attract fights, why aren't you escorting miners?


I think you have the germ of a good idea here:

what if nullsec local was abolished, nullsec mining yields increased by 100% and nullsec rat bounties increased by 30%?

This would increase the incentive for PVP players and miners to work cooperatively.

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
#105 - 2014-04-03 23:20:30 UTC
Mournful Conciousness wrote:
Shepard Wong Ogeko wrote:
Justin Cody wrote:
why do all you miners engage in mining without an escort in null?


I don't mine, but from the other side's perspective...

Babysitting miners is boring. I mean, mining itself isn't any fun, but at least they are doing something to make isk. "Escorting" miners is even less interesting and pays nothing. If the miners have to share their revenue, they might as well go to highsec where Concord will protect them for free.

I'd much rather go on a roam.


It really isn't that hard to imagine. After all, you yourself come in here and talk about how awesome it is to hunt stuff. You aren't here to purpose changes to the game to make miner escorting more fun.

If you like combat so much, and miners attract fights, why aren't you escorting miners?


I think you have the germ of a good idea here:

what if nullsec local was abolished, nullsec mining yields increased by 100% and nullsec rat bounties increased by 30%?

This would increase the incentive for PVP players and miners to work cooperatively.


No, It would not.

It's not exactly about the rate of income, but about the value you stand to lose. If I am making 1 ISK per hour, or 1 million, I lose only further production for as long as a hostile is present. That hostile has no interest in denying the space long term, they are there for a kill. If I dock up and come back later, I lose nothing. If I fight and lose I not only lose the productivity I would have lost anyway, but also the value of my ship---in general a much more expensive ship than my killer risked.

If there was something about that space that could be destroyed, degraded, or taken elsewhere that can not be easily replaced then, and only then, have you given someone who does not care for combat for it's own sake a reason to fight. This is what is missing in EVE- A reason to fight beyond the simple Neanderthal pleasure of seeing your enemy squished. Humans in general admire killers and find predation beautiful... but that does not mean we want to experience it. It's not that the Carebear is risk adverse, it's simply that there is nothing about the space you are denying him that's worth also losing a ship to defend.

He can move, he can wait a while till you get bored. He can wait for an alliance patrol to drive you off... all of that loses him what he wanted---time exploiting the environment--- but does not also cost him his ship. Unlike career PvP combat pilots, most PvE pilots do not have stacks of prefit ships waiting in a hanger in case they die. They are not generally in combat clones to limit their losses when podded. A ship loss is more than waking up wet and jumping back in the game---it's a significant amount of time spent shopping, reshipping and usually a ruined night and wasted time at the next log on.

By comparison that hunter usually only lost the time needed to buy another clone and jump in a new ship, having lost nothing he valued in the first place, nor wasted time doing anything that wasn't part of his normal routine.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#106 - 2014-04-04 05:40:59 UTC
Mournful Conciousness wrote:
Shepard Wong Ogeko wrote:
Justin Cody wrote:
why do all you miners engage in mining without an escort in null?


I don't mine, but from the other side's perspective...

Babysitting miners is boring. I mean, mining itself isn't any fun, but at least they are doing something to make isk. "Escorting" miners is even less interesting and pays nothing. If the miners have to share their revenue, they might as well go to highsec where Concord will protect them for free.

I'd much rather go on a roam.


It really isn't that hard to imagine. After all, you yourself come in here and talk about how awesome it is to hunt stuff. You aren't here to purpose changes to the game to make miner escorting more fun.

If you like combat so much, and miners attract fights, why aren't you escorting miners?


I think you have the germ of a good idea here:

what if nullsec local was abolished, nullsec mining yields increased by 100% and nullsec rat bounties increased by 30%?

This would increase the incentive for PVP players and miners to work cooperatively.



Possibly. Everyone weighs risk verse reward differently, but w-space has shown that people are willing to live without local and outposts if the rewards are high enough.

However, nullsec income would have to up around w-space income. Even with the perks of outposts, it still has the issues of having static systems that anyone can set a destination to, and gather intel on from the map.
Luwc
State War Academy
Caldari State
#107 - 2014-04-04 08:19:59 UTC
+1

I lived in null sec for 3 years.

Null Sec is helping the botters and 23/7 ratters.

the only counter to the extreme Null Bearing is afk cloakers which in my opinion is also a broken mechanic tbh.

but no reason to get off topic here.

I totally agree...

remove local from null sec to make 0sec living more exciting again and help elimate all the ******* botting

http://hugelolcdn.com/i/267520.gif

Victoria Sin
Doomheim
#108 - 2014-04-04 11:06:55 UTC
Justin Cody wrote:
In W/J-Space we don't have local as intel unless you actively participate in that system. We like this and don't understand why the rest of null sec gets free intel.


Surely you're trolling. Yes, I'm sure you are.

If you don't like having local intel, live in a WH. Oh wait, you do already. So how does having intel in null affect your WH life precisely?

Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#109 - 2014-04-04 11:12:04 UTC
Victoria Sin wrote:
Justin Cody wrote:
In W/J-Space we don't have local as intel unless you actively participate in that system. We like this and don't understand why the rest of null sec gets free intel.


Surely you're trolling. Yes, I'm sure you are.

If you don't like having local intel, live in a WH. Oh wait, you do already. So how does having intel in null affect your WH life precisely?



Because the security blanket of local in a supposedly 0.0 security part of space seems awfully secure

No trolling please

Victoria Sin
Doomheim
#110 - 2014-04-04 11:17:20 UTC
Bane Nucleus wrote:

Because the security blanket of local in a supposedly 0.0 security part of space seems awfully secure


Check the kill boards. It's not that secure, is it?
Mike Voidstar
Voidstar Free Flight Foundation
#111 - 2014-04-04 11:21:20 UTC
Bane Nucleus wrote:
Victoria Sin wrote:
Justin Cody wrote:
In W/J-Space we don't have local as intel unless you actively participate in that system. We like this and don't understand why the rest of null sec gets free intel.


Surely you're trolling. Yes, I'm sure you are.

If you don't like having local intel, live in a WH. Oh wait, you do already. So how does having intel in null affect your WH life precisely?



Because the security blanket of local in a supposedly 0.0 security part of space seems awfully secure



You seem confused there. 0.0 security only applies to CONCORD and empire forces, and they do not respond in those areas or apply security status adjustments for what you do there.

0.0 is owned by player factions, and is as secure or not as they choose to make it.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#112 - 2014-04-04 11:51:18 UTC
Mike Voidstar wrote:
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.


There are some vey good points here.

I don't think anyone disagrees with upgraded 0.0 systems being made safe.

But the fact is that I can drop into any 0.0 system, upgraded or not, and kill rats there in complete safety. It's completely safe for me, even as an imposter from w-space, because the moment the local count increases from 1 (me) to 2 (me and anyone else), I immediately warp to a safe. If probes go out, I just warp home and sit in my w-space POS.

This seems so puerile and easy to me that it does not even seem like fun.

When I rat in w-space, I am compelled to do it with discipline and skill. The environment rewards co-operative play and experience - which seems like fun to me.

Do 0-sec people see this differently? I can't believe that they enjoy alternating between ratting in complete safety and running like rabbits into a station or POS. This does not seem like a fun way to spend time to me. They're arguably better off maintaining an alt in Apanake in this case, as they can then generate a consistent stream of riskless money.

What am I not understanding about 0-sec life?

I ask this in good faith as I am genuinely interested.

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".

Victoria Sin
Doomheim
#113 - 2014-04-04 13:16:47 UTC  |  Edited by: Victoria Sin
Mournful Conciousness wrote:

This seems so puerile and easy to me that it does not even seem like fun.


So don't do it then.

Mournful Conciousness wrote:

When I rat in w-space, I am compelled to do it with discipline and skill. The environment rewards co-operative play and experience - which seems like fun to me.


Believe it or not, in null co-operative play is rewarded too. For example, the time between you seeing someone in local, if you do see them and all your stuff warping out can be 10 seconds depending on what you're flying (nano Mackinaws take 7 if you're mining). So having local is only one part of the intel jigsaw. Having an intel channel reporting red movements is far more important.

Put it this way: If you're waiting for someone in local before you take any action, it's a huge risk and quite frequently will already be too late.

Mournful Conciousness wrote:
as they can then generate a consistent stream of riskless money.


You're confusing risk and reward as many people do in Eve, as if you can take 30% of the risk to get 30% of the reward. Once you're pointed and dropped, you're going to take a 100% hit. They won't kill only 30% of your stuff, will they.

Mournful Conciousness wrote:

What am I not understanding about 0-sec life?


Covert cynos, cloaky campers, logoffskis, Titan bridges, awoxing, very fast interceptor gangs, you name it.
Nikk Narrel
Moonlit Bonsai
#114 - 2014-04-04 13:39:21 UTC
Victoria Sin wrote:
Bane Nucleus wrote:

Because the security blanket of local in a supposedly 0.0 security part of space seems awfully secure


Check the kill boards. It's not that secure, is it?

Disingenuous, is defined by google as "not candid or sincere, typically by pretending that one knows less about something than one really does"

It is common knowledge that the kill boards can only confirm the endings of ships and pods having happened, not the details or circumstances involved.

Do you really consider it good game play, to incentivize avoidance of other players, even if it has been demonstrated to result in player frustrating stalemates?

Would it not make more sense, to adjust the scenario so that both sides positively anticipated encountering each other, so they could shoot spaceship weapons and see the explosions?

Try to remember, the real goal of this is to make as many people happy as possible. The real ones who are sitting in front of computers, not the pretend ones in the pods.

They need to know they had a good time. I think playing with each other is a better place to start, than avoiding each other.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#115 - 2014-04-04 14:08:02 UTC
Victoria Sin wrote:
Mournful Conciousness wrote:

This seems so puerile and easy to me that it does not even seem like fun.


(a) So don't do it then.

Mournful Conciousness wrote:

When I rat in w-space, I am compelled to do it with discipline and skill. The environment rewards co-operative play and experience - which seems like fun to me.


(b) Believe it or not, in null co-operative play is rewarded too. For example, the time between you seeing someone in local, if you do see them and all your stuff warping out can be 10 seconds depending on what you're flying (nano Mackinaws take 7 if you're mining). So having local is only one part of the intel jigsaw. Having an intel channel reporting red movements is far more important.

Put it this way: If you're waiting for someone in local before you take any action, it's a huge risk and quite frequently will already be too late.

Mournful Conciousness wrote:
as they can then generate a consistent stream of riskless money.


(c) You're confusing risk and reward as many people do in Eve, as if you can take 30% of the risk to get 30% of the reward. Once you're pointed and dropped, you're going to take a 100% hit. They won't kill only 30% of your stuff, will they.

Mournful Conciousness wrote:

What am I not understanding about 0-sec life?


(d) Covert cynos, cloaky campers, logoffskis, Titan bridges, awoxing, very fast interceptor gangs, you name it.


(a) As mentioned, I do it as a last resort when there is no-one else around. I wasn't intending this to be a dig. I suppose I mention it because I hope for something more engaging in a game, for all of us.

(b) Point taken. We do the same in w-space, although it requires one toon per 'gate' rather than one per system.

(c) I don't think I am confusing risk/reward. For any PVE activity in eve the eventual reward is ISK/time-period. The risk is the cost of replacing hardware plus the opportunity cost during replacement, multiplied by the probability of a catastrophic event. In a HiSec mission hub, the opportunity cost is a few minutes (purchase modules, click 'FIT SHIP', reload ammo, go) multiplied by basically zero (as long as you don't over-bling your ship). In null sec and w-space it's considerably more hassle to replace a ship and the missed opportunity while refitting is greater.

So I think my argument still holds. If you really want maximal ISK reward for time spent at the computer screen, and you can stand the boredom you are probably better off in Apanake, blapping the enemies of Sisters of Eve while delegating your salvaging to Pro Synergy, since that's more time-efficient than doing it yourself.

In 0-sec you will be interrupted by cloak scouts/campers plus you have the opportunity cost of ship replacement if you get it wrong.

(d) point taken with covert cynos, although there is a parallel in w-space - the sudden appearance of a new incoming wormhole (usually with hostiles behind it). Cloaky campers and logofskis happen in w-space too but we counter them with diligence, team play and group PVE in PVP fit. Interceptors are used in w-space; scouts counter these as they do in 0-sec.

In short, w-space folk on the whole have adapted to the lack of local. It does not stop us using compromised ships like sieged dreads and triaged carriers in high-end PVE, even through there is a real risk of being jumped and losing *billions* (a well executed C5/C6 bank will cost the loser something like 15Bn ISK).

In fairness, marauders are rare in w-space because it's not economically viable to position enough scouts to give them sufficient warning of incoming trouble, and the ISK uplift when using one is minimal. The loss of local in unimproved 0-sec would make it difficult for these ships to operate safely, but I think that's about the only downside.

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".

Victoria Sin
Doomheim
#116 - 2014-04-04 14:09:19 UTC
Nikk Narrel wrote:

It is common knowledge that the kill boards can only confirm the endings of ships and pods having happened, not the details or circumstances involved.


It's actually often pretty obvious what happened just from looking at the ship fitting.

Nikk Narrel wrote:

Do you really consider it good game play, to incentivize avoidance of other players, even if it has been demonstrated to result in player frustrating stalemates?


Yes you see the fact that players can kill my stuff and send me back to my clone bay is kind-of an incentive to avoid players who are likely to kill my stuff and send me back to my clone bay.

Nikk Narrel wrote:

Would it not make more sense, to adjust the scenario so that both sides positively anticipated encountering each other, so they could shoot spaceship weapons and see the explosions?


No, because ships aren't balanced like that. This is paper, scissors, stone. The main skill involved, apart from ship fitting, is knowing whether your paper is going to defeat the other guy's stone. If I'm ratting (ratting fit) or mining, it probably won't. Also, who knows what he's going to bring through his cyno.

Nikk Narrel wrote:

Try to remember, the real goal of this is to make as many people happy as possible. The real ones who are sitting in front of computers, not the pretend ones in the pods.


I think the real goal of this is to make you, personally, as happy as possible.
Victoria Sin
Doomheim
#117 - 2014-04-04 14:18:13 UTC
Mournful Conciousness wrote:

(c) I don't think I am confusing risk/reward. For any PVE activity in eve the eventual reward is ISK/time-period. The risk is the cost of replacing hardware plus the opportunity cost during replacement, multiplied by the probability of a catastrophic event. In a HiSec mission hub, the opportunity cost is a few minutes (purchase modules, click 'FIT SHIP', reload ammo, go) multiplied by basically zero (as long as you don't over-bling your ship). In null sec and w-space it's considerably more hassle to replace a ship and the missed opportunity while refitting is greater.


But WH is a dynamic system. Holes open and close (you can close them yourself if you're so minded to). In null there's a fixed set of gates, fixed stations, a fixed true-sec rating. As a red you know where people are going to be. It's totally different to wormhole space. In null you need the tool of local to secure your space otherwise you just can't use it.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#118 - 2014-04-04 14:55:29 UTC
Victoria Sin wrote:
Mournful Conciousness wrote:

(c) I don't think I am confusing risk/reward. For any PVE activity in eve the eventual reward is ISK/time-period. The risk is the cost of replacing hardware plus the opportunity cost during replacement, multiplied by the probability of a catastrophic event. In a HiSec mission hub, the opportunity cost is a few minutes (purchase modules, click 'FIT SHIP', reload ammo, go) multiplied by basically zero (as long as you don't over-bling your ship). In null sec and w-space it's considerably more hassle to replace a ship and the missed opportunity while refitting is greater.


But WH is a dynamic system. Holes open and close (you can close them yourself if you're so minded to). In null there's a fixed set of gates, fixed stations, a fixed true-sec rating. As a red you know where people are going to be. It's totally different to wormhole space. In null you need the tool of local to secure your space otherwise you just can't use it.


Wormholes are dynamic to an extent, that's true but with respect I think you have taken the differences too far.

By the time they get scanned down and mapped (which all the c5/6 w-space corps do religiously the moment they appear), wormholes are actually very similar to gates. We all maintain active wormhole maps using tools like tripwire, siggy etc.

To people who are ratting, new wormholes act like covert cynos. They are very dangerous (although since the unwelcome recent scanning changes, the signature does appear on the probe scanner, so you do get some warning). Old wormholes act like gates, which you have to physically watch.

Wormhole anomalies and signatures are exactly where you will find pve ships, just like in 0-sec. Most ratters in w-space are caught in an anomaly without the use of probes. Worse, in w-space there are never acceleration gates in the sites. Once you have been found, you're either fighting or dying. If you didn't see the aggressors, you'll die because you can be sure they saw you, and brought more hardware.

There are no cynos in w-space. But this is less of a factor than it might be. The normal course of events in ganking someone doing PVE is like this:

1. cloaky frigate or recon jumps in and checks d-scan for wrecks, cloaks up and seeks to pinpoint the source of any wrecks using d-scan. If you don't see this guy arrive, you're already dead - it's just that you don't know it yet.

2. cloaky ship gets close to you.

3. interdictor jumps in and warps to your position. You have perhaps 4 seconds to see it on d-scan.

4. interdiction bubble goes up and it's game over unless you're in a marauder

5. but in that case, the interdictor will scram you as well so you really are doomed.

6. The rest of the fleet turns up and either pods you, ransoms you, or in the case of NoHo, offers you the chance to save your pod if you'll sing for them on teamspeak (or is that AHARM?).

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".

Nikk Narrel
Moonlit Bonsai
#119 - 2014-04-04 15:09:23 UTC
I am noticing many of your responses are comparable to someone saying: "Because that's how it is".
While you may truly feel this way, it is not particularly useful in a discussion.

The status quo you effectively defend is what created this thread, thus your argument endorses the threads existence without resolving any of the issues it tries to address.

---

It is common knowledge that the kill boards can only confirm the endings of ships and pods having happened, not the details or circumstances involved.
Victoria Sin wrote:
It's actually often pretty obvious what happened just from looking at the ship fitting.

A person can assume many things.
As is often seen in many places, you assume that which is convenient to your view.

I would suggest, rather, that this proves nothing beyond what it claims to prove.
Certain ships and pods ended. The details are known only to the direct participants, with all others left to do as you have already done.

---

Do you really consider it good game play, to incentivize avoidance of other players, even if it has been demonstrated to result in player frustrating stalemates?


Victoria Sin wrote:
Yes you see the fact that players can kill my stuff and send me back to my clone bay is kind-of an incentive to avoid players who are likely to kill my stuff and send me back to my clone bay.

You did not really answer the question. You only pointed out what was most practical inside the current system.

I asked if the system itself was good for gameplay, considering the negatives.
This entire thread exists because of those same negatives, frustrated players seeking to resolve an issue it created.

---

Would it not make more sense, to adjust the scenario so that both sides positively anticipated encountering each other, so they could shoot spaceship weapons and see the explosions?


Victoria Sin wrote:
No, because ships aren't balanced like that. This is paper, scissors, stone. The main skill involved, apart from ship fitting, is knowing whether your paper is going to defeat the other guy's stone. If I'm ratting (ratting fit) or mining, it probably won't. Also, who knows what he's going to bring through his cyno.


Again, you point out the obvious current system.
Adjusting the scenario means to change the motivations, which include the fact that ships should not be balanced to avoid interaction.

---

Try to remember, the real goal of this is to make as many people happy as possible. The real ones who are sitting in front of computers, not the pretend ones in the pods.

Victoria Sin wrote:
I think the real goal of this is to make you, personally, as happy as possible.


A pointless attempt to deflect, with a hint of ad hominem suggested.
(Do you really suggest I am writing this out of selfish self interest?)

No. The way to make the game better, is to improve it for everyone, not just one person or group.
When you have one person trying to catch another, and that other effectively loses if they are caught, this is not sustainable.

It resolves one of three ways.
1. The pursuer catches the target, boom, encounter ends.
2. The target evades the pursuer, silence, encounter ends.
3. The target evades the pursuer, waiting begins, as a stalemate grows from the lack of results.

I suggest the system be changed for this:
The pursuer catches the target, and a fight ensues. Results are determined based on pilot skill and preparation.
Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#120 - 2014-04-04 18:28:34 UTC
Mournful Conciousness wrote:

(d) point taken with covert cynos, although there is a parallel in w-space - the sudden appearance of a new incoming wormhole (usually with hostiles behind it). Cloaky campers and logofskis happen in w-space too but we counter them with diligence, team play and group PVE in PVP fit. Interceptors are used in w-space; scouts counter these as they do in 0-sec.


Nullsec PvE can be done in groups using PvP fits. Unfortunately, only a handful of randomly spawning complexes really offer enough rewards that make it worth everyones' time once it is split up.

Most nullsec dwellers do anomalies, which are far less secure (any one can warp directly to them from the scanner window) and the only real isk is the bounty payments (MTUs have driven average loot prices into the ground). If a group is in a fleet and in the same anom, the bounties get split evenly, and after 2 people you get diminishing returns.


Given the current rewards, simply removing local would drive most people out of nullsec. If they are expected to group PvE, they can make more in w-space or incursions. Or they can take a bit of income hit for the far greater safety of highsec missions.