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[Rewritten]Reforming corporation mechanics and taxation system.

Author
Ray Kyonhe
Aliastra
Gallente Federation
#1 - 2014-05-14 16:31:05 UTC  |  Edited by: Ray Kyonhe
Ссылка на копию топика в русскоязычном разделе: https://forums.eveonline.com/default.aspx?g=posts&t=344558

Updated: Now there are two tarif plans for corp maintance - "Starter" and "Full" - with former not allowing tax reducing, but costs far less and allows for several POS installations, and later behaves as described below and costs much much more

What need to be done:

1) Concord have to be redesigned to "protect" players in such way it does this currently only in cases:

  • a) New players (lets say, up to 2 to 3 months of active subscription, or in several particular system with deliberately low income)
  • b) Those who are staying in NPC corporations (and in return significant taxes are imposed on them, not just trifling10%, and not only from bounties and mission rewards, as it is now; let it be 20-25%, including new type of tax - LP tax)
  • c) Those, who joined corporation, created by other players.

and allows to engage without any restrictions those, who haven't joined any corp at all (current game mechanics won't allow this). But the last mentioned are freed from almost all taxes at the same time (more on taxation below).

2) Corporation's upkeep fees have to be made large enough that creating one just for yourself and couple of alts became unprofitable in terms of isk/hour; moreover, those fees must scale with growth in the number of members, but not with some linear/exponential type of dependence (so CEOs won't start to dump members who've been absent from the game for a couple of months to save some money)

For a base value we could use a monthly income of generic mission runner on the assumption of his online is something about "1-2 hours per day on weekdays and 4 hours on day offs", and pick up such an upkeep fee that it would need 3-5 such active players in a player owned corp to make their isk/hour ratio equal to that they would have got if they just stayed in NPC corp with its 20-25% tax (currently anyone can just create corp of its own and by that boost his isk/hour by getting instant cut in taxes). Ie, starting from 3-5 active players and more, player owned corp start to become more and more profiable (as long your CEO has at least a little bit of a shame and reduces taxes for each member as their numbers grow). It's assumed that most of these funds are payments to Concord for its security services to the corporation as a whole.

My very rough estimation on actual size of this fee is around 750kk to 1,5kkk isk.

3) Add two different tarif plans for player owned corps. The first one - lets call it "Startup" - will have the same taxes as any NPC corp which can't be nor changed by CEO (more on it below) nor aquired by him (these money just desappear), and will allow to anchor 1-3 POSes, and it behaves like any other current corp except that; the maintance fee of this one is pretty low. Plan "Standart" exactly copies current corp mechanics (so CEO can set any tax level and all all collected taxes go to corp wallet), but has huge maintance fees as outlined in 2)
You can change tarification plan anytime at the start of the month, no need to recreate it.

There were many concerns that it can end existence of so many small corps and questions why we should do such thing. First, most of its CEOs don't use them other than for some chatroom and as an easy method to get rid of NPC corps' standrat taxes. Second, following is the proposal of adding some new type of agent missions designed to reward collective gameplay and intended for members of one corporation. By doing so we in a way adding "Reward" part to the additional "Risk" part coming out of staying in large player owned corporation (like awoxing and wardecing)

4) Ability to not join any corpoartion at all, even NPC ones, and save some money and efforts by doing so, have to be added . But such "freelancer" status will mean that you will be a valid target even in high securtiy space. Ie, if such "freelancer" attacks member of any other corporation who isn't a valid target by himself here, Condcord will bang a crap out of him. But if member of any corporation attacks "freelancer" pilot, he will find himself just in limited engagement with him and all other "freelancer" pilots. But Concord won't interfere in any conflicts between "freelancer" pilots. Yet, all mechanics relating to security status of pilot are still applicable for them (so they can attack any criminal and suspect freely and will be attacked by NPC police if their SS is low enough).
Same result could also be achieved by placing them all in a new corp (like "Mercenaries") with the same properties outlined above.

4) To emphasize the importance of choosing life style that suites player the best, some delay shoud be introduced for processing applications of freelancers (re)joining and leaving NPC corps, a day or two will do.

Appendix 1:
Once again about different types of corp membership and corresponding taxes:
1) Members of NPC corps pay some huge tax from their incomes in highsec, somewhat less in lows, and some tiny bit if in nulls. But they are free to go to lows to run some missions, that come back to highs the same evening and go to Incursions.
2) Members of p-o corps pay taxes set by their CEOs, so it can be 0%. But they are members of p-o corps at the same type (some people have a problem with that, and some others aren't welcomed anywhere at all); they also can move freely as members of NPC ones. They still have problems with awoxers and wardecers.
3) "Freelancers" are freed from any taxes, but don't belong to specific corp. But can be fired upon in highs by anyone. So its a perfect choice for those solo nullsec/lowsec guerillas who doen't want to be ordered or to belong to something. But if they really need to, they still can go to highs securely, just need to wait 1-2 days for reaplication to some NPC corp.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Ray Kyonhe
Aliastra
Gallente Federation
#2 - 2014-05-14 16:31:39 UTC  |  Edited by: Ray Kyonhe
Updated: there is no more special market tax for NPC corp members (only left as additional tool for CEOs of p-o corps); concept of "Loyalty Point taxation" was added; which together with regular taxes covers larger half of incomes out of most ubiquitous forms of highsec PvE activities; no banning of awoxing anymore; new design's outlines for agent's missions was proposed, which reward collective gameplay; no more need for new security controls; for some NPC corps taxes could be reduced or even completely abolished (example - FW corps)

Now lets move on to the new taxation system and see how it and aforementioned corp mechanics reformation could motivate players to try their luck in low/null sec space and endorse cooperation between them.

  1. "Freelancers" don't pay any taxes. They are not being protected by Concord so don't have to pay for its services.
  2. New type of tax added - Loyalty Points tax. If set by CEO, corresponding percentage of LPs would be substructed from player's reward and deposited on corporation's LP wallet to later be used in LP-store by authorized members. Moreover, ability to taxate market transactions would be of great help too (though it can be easly circumvented by using alts)
  3. CEO of player owned corporation, working under "Full" tariff plan, can set any taxes he wishes on bounties/rewards/market transactions and loyalty points separately. CEO p-o corporations, working in "Startup" tariff mode, aren't allowed to change its taxation values (they are "frozen" at the level of NPC-corp taxes), and these taxes don't go to their corp wallet, they just dissapear in thin air.
  4. As it was already mentioned, members of NPC corps are charged with fixed tax of 20-25% from all their possible income (thats not a final values and can be raised even more to create more incentive :)), gained within bounds of highsec systems. But this tax will be cut significantly for all bounties, rewards and LPs gained from missions in low/null sec space (lets it be 10-15% for lows and 3-7% for nulls, for example). That can be explained by a political course of large state corporations on the development of these regions.
  5. New players, as mentioned earlier, are "protected" by Concord even if they have "freelancer" status (and they should have it from the start now), ie it's even more profitable for them to not join any corp at all until this grace period have ended. After that they are warned about dangers of such condition and proposed to at least join a NPC one.
  6. For a more smooth transition to this new system all incomes from bounties and missions *could be* increased, say, by 10%
  7. Some NPC corps can have taxes different from mentioned above. For example, FW NPC corporations could offer more beneficial tax table (or even free its members of taxes completly). as those indulgences balanced by inherent risks of being member of such corp. It could even stir interest in this form of PvP a little.


Potential problem that this concept could bring into the game world is that in case it will achieve its goal and drive significant enough number of players into p-o corps, this could lead to increased popularity of redesigned agent missions (more about them later), which were made so they reward collective gameplay with increased profits for each participant. This could shake game's current economical equilibrum. In that case we probably would have to nerf down to some extent other popular isk sources (like from anomalies' bounties, or sleepers' loot) to restore it.

What this brings to the game:

  1. "Higher the risk - higher the reward" as it is. If you want to cut your taxes without giving up the comforts of highsec space, you at least have to join large enough player corp and bear with larger threat from wardecers and awoxers. Or you could just resort to earn your income in low/null security space, while beeing an NPC corp member and keeping a right to go back to highs anytime you want and spend time there without fear. Or you could choose a life of "freelancer", free from taxes and any guarantees for his safety wherever he went.
  2. Encourages players to socialize (ofcourse, this dynamics should be backed up by introduction of additional profits from running your missions with other players, it's rather ineffective trying to achieve this goal just by tightening game mechanics) and create large, stable communities even in highsecs.


As was mentioned before, we need something more effective, than simply tightening the rules to make players' life miserable, so they become willing to unite with other fellow capsuleers and engage together in PvE activities in highsecs (and probably even in other types of space too; and we aren't talking now about some high-end content like Incursions, but about more ubiquitous agents' missions). My proposals regarding this concerns I layed out below.

Argumenation and general considerations of new aproach to agents' mission design which offers good protection against scripting/botting/multiboxing, and proposal of new group story missions:https://forums.eveonline.com/default.aspx?g=posts&m=4680490

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Ray Kyonhe
Aliastra
Gallente Federation
#3 - 2014-05-14 18:05:15 UTC  |  Edited by: Ray Kyonhe
Not needed anymore.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Bunyip
Center for Advanced Studies
Gallente Federation
#4 - 2014-05-14 21:26:53 UTC
I'm sorry, but I cannot agree with this proposal. You're asking for greater taxes pretty much across the board, while the economy is in a healthy condition.

Also, because somebody doesn't play the way you want them to play doesn't mean they should be penalized. The 11% tax is already enough for the menial benefit we get from it, and you're asking that all income sources be taxed 25%?

Likewise, why would anybody become a freelancer if they're able to be shot anywhere in space at any time with no concord intervention? Excepting the station traders (who often never leave their station in the trade hub), there is no reason to freelance.

This is a very poor idea. Not supported.
Ray Kyonhe
Aliastra
Gallente Federation
#5 - 2014-05-14 23:23:08 UTC  |  Edited by: Ray Kyonhe
Bunyip wrote:
I'm sorry, but I cannot agree with this proposal. You're asking for greater taxes pretty much across the board, while the economy is in a healthy condition.

Also, because somebody doesn't play the way you want them to play doesn't mean they should be penalized. The 11% tax is already enough for the menial benefit we get from it, and you're asking that all income sources be taxed 25%?

Likewise, why would anybody become a freelancer if they're able to be shot anywhere in space at any time with no concord intervention? Excepting the station traders (who often never leave their station in the trade hub), there is no reason to freelance.

This is a very poor idea. Not supported.


The idea with market taxing is poor indeed, I have some better proposal on the way in this regard.

The problem is not with the way I want others to play, the problem is that a mmo project offers no benefit for cooperation in PVE aside from in cases of high end content (Incursions, high level combat sites and plexes somewhere in nulls; but not in highsecs).

This is quite unhealthy state of affairs. And it is here for ages, it was pointed at again and again. It makes PVE dull for most of players but they just don't see reason to engage it collectively. And they won't until there will be clear advantage for doing so. The human nature is a mistery, nor less :)

And what could become an incentive to play collectively? Well, either the absolute need for it (like with Incursions, you either have a fleet or an army of bots, you won't succeed solo here), or by making it more profitable. There is no other way here. And first one will meet even more furious resistnace than this proposal.

People playing collectively is what healthy mmo community are based upon. Not ONLY such people, but these people are absolutely needed. We have them mostly in nulls and in PvP related communities - because it's easier to survive there when you are many.

And even if those playing collectively while PVEing in highsecs would just start to receive substational benefits by doin so - just by boosting their isk and lp rewards, lets put aside tax changes - others would start to receive less. Well, it's simple consequence, because those now receive more :). So it's not the matter of who is taxed what, it's a matter of proportion, one gets more, others will look at him and say that his activities are better rewarded, and their income is worse. There is no substantional differences in how exactly that would be achieved.

And you completely have missed a point with freelancer buds. They are free of taxes, of all taxes aside insignificant basic ones. But at the same time, they don't need to join any corp. NPC corp members still pay some taxes atop of basic ones, even in nulls. Player owned corp members still have to join player owned corp (some people have a problem with that :)) And freelancers just free, from corps and taxes, but can't be safe in highs until they will rejoin some corp (with application delay of 24-48 hrs). So it's a choice of some low/null sec space adventure/survivalist, resident of some npc null region, who just don't care about highsecs at all, for example. So NPC corp members are taxed everywhere (but much less in nulls and lows), but can freely return to highs anytime. Freelancers can't so freely, and, in fact, they don't need to. Aside from to provoke someone to attack them and gank him, of course :)

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Noel Wolfisheim
Project Blackwolf
#6 - 2014-05-15 06:15:26 UTC
Re-designing CONCORD's purpose for protection is something that goes against what inherently makes CONCORD what it is. Meanwhile they may come off as a police force, or a military-police force in reality they are more of a peacekeeping force that is a lasting bastion that prevents an all-out destructive war between the empires, and to an extent capsuleers. Another important factor to keep in mind is that the idea behind EVE Online is that great industry, and destruction take place within the game at the same time. Hence the constant threat of another capsuleer is a legitimate gameplay element that must retain a large play into the game, regardless of the system security, time played or the extent of one's experience with the game. The gameplay changes that would be affected from changing CONCORD would also be unpredictable as the game has retained this core element since the beginning, and could lead to more trouble and disaster rather than improving the gameplay experience.

Therefore, understanding that the true purpose of CONCORD is peacekeeping, and not policing each and every capsuleer in the galaxy and also considering the nature of EVE Online. We can see how your suggestions about changing the inherit purpose of CONCORD without providing at least some proof that it would truly improve the game is unfeasible at best.
Ray Kyonhe
Aliastra
Gallente Federation
#7 - 2014-05-15 07:04:25 UTC  |  Edited by: Ray Kyonhe
Noel Wolfisheim wrote:

Therefore, understanding that the true purpose of CONCORD is peacekeeping, and not policing each and every capsuleer in the galaxy and also considering the nature of EVE Online. We can see how your suggestions about changing the inherit purpose of CONCORD without providing at least some proof that it would truly improve the game is unfeasible at best.

Well, there is 2 obvious objections to this argument:

1) Concrod readily will allow small private war in high security space, you just have to pay some upkeep fees for it to last.
2) There wasn't such an option before wardecs were added to the game. What means that there is nothing wrong with Emprire laws changing over time, allowing what was not thought as possible before. It is just a matter of another good Chronic, explaining some changes to treaties.

And after all, Concord still retains its peacekeeping role, its just excludes some particular capsuleers that became too detached from their place of origin and were engrossed in null security space's freedoms so deeply they started to question their own obligations to the State from the list. Their protests and requests to free them from all taxes as they don't percieve themselves as citizens of the state anymore were met, but in exchange they were exempted from many priviligies coming with filled tax return.

And about proofs these changes will improve the game - I don't have such, it isn't possbile to see the future. Moreover, I just can't possibly know all the needed statistic numbers and game's engine intricacies, I'm not a CCP developer after all. This proposal was composed with sole goal in mind: to create some additional substantional incentive for people to prefer more risky and more social (which comes with more burden) gameplay that will serve as a base for furher improvements coming in this direction - like, creating more incentive to engage in collective PVE activities in highsecs aside from Incursions etc. It's just a step towards bigger goal.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Noel Wolfisheim
Project Blackwolf
#8 - 2014-05-15 07:40:52 UTC
Ray Kyonhe wrote:

Well, there is 2 obvious objections to this argument:

1) Concrod readily will allow small private war in high security space, you just have to pay some upkeep fees for it to last.
2) There wasn't such an option before wardecs were added to the game. What means that there is nothing wrong with Emprire laws changing over time, allowing what was not thought as possible before. It is just a matter of another good Chronic, explaining some changes to treaties.

And after all, Concord still retains its peacekeeping role, its just excludes some particular capsuleers that became too detached from their place of origin and were engrossed in null security space's freedoms so deeply they started to question their own obligations to the State from the list. Their protests and requests to free them from all taxes as they don't percieve themselves as citizens of the state anymore were met, but in exchange they were exempted from many priviligies coming with filled tax return.

And about proofs these changes will improve the game - I don't have such, it isn't possbile to see the future. Moreover, I just can't possibly know all the needed statistic numbers and game's engine intricacies, I'm not a CCP developer after all. This proposal was composed with sole goal in mind: to create some additional substantional incentive for people to prefer more risky and more social (which comes with more burden) gameplay that will serve as a base for furher improvements coming in this direction - like, creating more incentive to engage in collective PVE activities in highsecs aside from Incursions etc. It's just a step towards bigger goal.

However, that's also a core part of EVE Online; CONCORD, and increasing the fees will have no realistic change, nor it will limit the constant war declarations from stronger corporations, as it's more than clear that the cost is not something that those corporations truly mind about, and it actually would make it harder for newer corporations which want a challenge to truly do that effectively in High Sec. Empire laws may change over time, but changing CONCORD's role to something that protects is much more than a policy change; it would be a major change and due to the lack of certainty about how it could affect the game positively it's more of a risk rather than a direction to head towards to.

You claim that this proposal was composed with the idea to create an incentive for more risky, and social gameplay. However, you also admit that you do not understand how the game works from the perspective needed to suggest such major gameplay changes. Therefore the whole idea is just weakened further.

I like your ideas, and I understand where they come from. However, they are not feasible realistically speaking. As I have aforementioned it would change core elements of EVE Online's gameplay, and therefore due to the uncertainty such changes it makes them realistically unusable.
Ray Kyonhe
Aliastra
Gallente Federation
#9 - 2014-05-15 08:08:41 UTC  |  Edited by: Ray Kyonhe
Noel Wolfisheim wrote:

However, you also admit that you do not understand how the game works from the perspective needed to suggest such major gameplay changes. Therefore the whole idea is just weakened further.

I haven't say such thing. I said almost no players posting proposals here can know all the inricacies of game's engine only known to game's developer in the best case. This is a board where players propose their ideas, and not a CCP developers' working forums. And until you or I don't became involved in development process, a great amount of obscure little details and hardly predictable outcomes won't become known to us. That's why you suggested to post it here to someone competent and knowledgeable to decide. Could you explain in more details what makes you think it won't be feasible at the level of the game mechanics?
Noel Wolfisheim wrote:

it would change core elements of EVE Online's gameplay, and therefore due to the uncertainty such changes it makes them realistically unusable.

The Concord's logic change relates only to those, who is voluntarily decided to choose so (became a "freelancer"). It won't harm any innocent bystander. And I can in fact imagine such changes in State treaties that could lead to this situation. As I wrote before, nullsecs and wh offers new frontiers and perspective of greatness that can easly turn somebody's worldview upside down. I don't agree this is contradict with Eve Universe's lore too much.

The change switching off "free PvP mode" within a corp is just a logical one - we already applied so much efforts to get people in the corps, we shouldn't now scare them off with awoxing (it still needed to leave some corp management roles which will allow authorized members to forcibly switch PvP for some nasty charaters who start to create problems for others)
Other changes not so deep ones. They are just slightly shift an income in the direction of collective gameplay. They don't deny solo approach at all.
As for my market taxes proposal, they are crap, I have to admit it. And they are easly can be circumvented, too (just have an merchan alt and put him in merchant corp big enough to be able to cut all taxes to 0, and transfer him all your goods via contracts, thats all). Thats why I now came up with the proposal of adding the abilityu to tax Loyalty Points instead. By doing so in additonal to bounties/rewards taxation (which are already in the game), we will cover around 80% of all mission runner income. We don't need to tax his market profits anymore. Then again, NPC corp "taxes" you more harshly, and player owned corp taxes you as they wish, and freelancers just don't care about all this taxation crap.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Noel Wolfisheim
Project Blackwolf
#10 - 2014-05-15 08:13:22 UTC
Ray Kyonhe wrote:

Could you explain in more details what makes you think it won't be feasible at the level of the game mechanics?

I never mentioned game mechanics, but gameplay. They are different things, as in the gameplay is just the rules of the game, and the mechanics are something different. Regarding gameplay, and how such changes are realistically impossible is said in my posts.
Ray Kyonhe
Aliastra
Gallente Federation
#11 - 2014-05-15 08:20:00 UTC
Noel Wolfisheim wrote:

I never mentioned game mechanics, but gameplay. They are different things, as in the gameplay is just the rules of the game, and the mechanics are something different. Regarding gameplay, and how such changes are realistically impossible is said in my posts.

Then can you point out the flaws in this proposal that will break game's rules so much it makes this proposal infeasible? The Concrod's logic changes are slight, from my perspective, and would concern only certain selected individulas, and only with their consent.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Noel Wolfisheim
Project Blackwolf
#12 - 2014-05-15 08:34:55 UTC
Ray Kyonhe wrote:

Then can you point out the flaws in this proposal that will break game's rules so much it makes this proposal infeasible? The Concrod's logic changes are slight, from my perspective, and would concern only certain selected individulas, and only with their consent.

However that is not the case, as CONCORD is a core element of EVE Online and its role could have many more implications than those you take in consideration. You understand that your suggestions cannot possibly cover all the details, and what I am saying is that from my perspective some of the other details that you could have explored upon make the CONCORD related changes into most likely, issues that go against EVE Online's philosophy rather than the big picture on your mind.
admiral root
Red Galaxy
#13 - 2014-05-17 11:21:12 UTC
Ray Kyonhe wrote:
Those, who joined corporation, created by other players (and this protection now includes protection from awoxers too by adding some new "safty modes" control, allowing to enable "free PvP within my corp" mode to preserve such important activities like training sessions and tournaments - more on this below)


Why do you need additional protection from awoxers?

No, your rights end in optimal+2*falloff

Ray Kyonhe
Aliastra
Gallente Federation
#14 - 2014-05-17 11:55:30 UTC  |  Edited by: Ray Kyonhe
admiral root wrote:

Why do you need additional protection from awoxers?

As I said, I'm currently rewriting this piece. This particular part is obsolete now.
Initialial assumption was that we need much stronger incentive to somehow motivate people to gather together under one roof in highsecs. Awoxing was percieved as a significant "risk" element without counterbalancing "profit" part in case of corp of missionrunners operating in highs. After intense disscussion on other board the conclusion were drawn that with other addtions to original proposal (like new, more profitable group PvE content available only to fleets which members are of the same corp) we now aquired this part. So no need for protection from awoxers anymore.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Ray Kyonhe
Aliastra
Gallente Federation
#15 - 2014-05-17 12:43:11 UTC  |  Edited by: Ray Kyonhe
Noel Wolfisheim wrote:

However that is not the case, as CONCORD is a core element of EVE Online and its role could have many more implications than those you take in consideration. You understand that your suggestions cannot possibly cover all the details, and what I am saying is that from my perspective some of the other details that you could have explored upon make the CONCORD related changes into most likely, issues that go against EVE Online's philosophy rather than the big picture on your mind.

We are not getting anywhere like this. No one who isn't on devs team can understand all implications, I'm afraid. And if I've got it right you can't point those implications either. This is why we have this board, after all. To convey our ideas and get knowledgeble answer or criticism, and try to tune them according to this input.

For the first, all the concord logic's changes that were left in a renewed proposal touch only freelancer status (no protection from awoxing anymore). And this particular part is just a variation of crime watch system. You can steal someone's loot ("profit") but that can lead to get shot by someone without Concord intervention ("risk"). You could continue stealing and maintain suspect status all the time. And this only happens as a result of your decision.

And freelancers get rid of all taxes without bounding themselves to some corporation, even NPC ones ("profit"). But can be shot upon in highs ("risk"). Again, it they who decide. It's almost the same thing.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Zol Interbottom
Blimp Requisition Services
#16 - 2014-05-19 23:49:31 UTC
So basically nerf highsec and new players especially?

"If you're quitting for the 3rd time you clearly ain't quitting" - Chribba

Ray Kyonhe
Aliastra
Gallente Federation
#17 - 2014-05-20 06:25:06 UTC  |  Edited by: Ray Kyonhe
Zol Interbottom wrote:
So basically nerf highsec and new players especially?

Basically, make it so that you could get 20 to 50% more income from trivia mission running than before (in a new version of this piece new corp fleet missions are proposed, with income scaling with the number of participants; I'm currently translating it to english), if you are in a player owned corporation of at least 5-10+ active members and running missions in fleet with corpmates. And have the same income if you are just in such corp, but playing solo (with inherent risks of awoxing and getting wardecced). And new players get meaningfull grace period (up to 3 months of active sub) as proposed.

So it's more like shift the highsecs a little closer to "risk/reward" paradigm and reward collective gameplay more than soloing. And make corporation mean something aside from just a tool to rid of NPC corp's tax, make it more valuable as it now requires substantional fees to maintain. It's perfectly in tune with latest nullsec changes which tryies to make you treasure you assets here and protect it more. Current corp mechanics doesn't offer enough reward for collective gameplay to those living in highs, but places substantional risks on corp member, this why it should be changed.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Ray Kyonhe
Aliastra
Gallente Federation
#18 - 2014-06-05 23:45:21 UTC  |  Edited by: Ray Kyonhe
Created additional topic for my associated proposal on adding new group PvE content designed to get additional profits to members of player-owned corporations in form of well known agents' missions:

https://forums.eveonline.com/default.aspx?g=posts&m=4680490

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link