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High Sec Hauling/Mining Kills - TY CCP for No Protection

First post First post
Author
CCP Falcon
#841 - 2014-08-31 19:16:07 UTC
Captain StringfellowHawk wrote:
CCP Falcon wrote:
Dorian Wylde wrote:
Try again.


Don't need to buddy, what I said is fact. Sorry if you don't agree. Smile




This is the ROLE I wish to see CCP in. Stand your Ground, You handle the game aspect and let the players run as they should in a Sandbox game. Whether we kick the castle down or build it, it's up to us. I am so happy finally seeing CCP and a very respect Dev ontop of that taking a Solid stance for once. Actually the last few "releases" I have seen them stand their ground and I love it. Start dealing with everyone and not Catering to the Tearfilled Entitled.


Okay, so what follows is entirely my personal opinion.

It's not a case of not "catering to the tearfilled entitled", it's a case of us staying true to the core of what EVE was built on.

Some of the people complaining in this thread have valid points about the fact that they don't feel safe. Simple fact of the matter is, that you're not suppose to feel safe in New Eden.

Eve is not a game for the faint hearted. It's a game that will chew you up and spit you out in the blink of an eye if you even think about letting your guard down or becoming complacent.

While every other MMO starts off with an intro that tells you you're going to be the savior of the realm, holds your hand, protects you, nurtures your development and ultimately guides you to your destiny as a hero along with several other million players who've had the exact same experience, EVE assaults you from the second you begin to play after you create a character, spitting you out into a universe that under the surface, is so complex that it's enough to make your head explode.

The entire design is based around being harsh, vicious, relentless, hostile and cold. It's about action and reaction, and the story that unfolds as you experience these two things.

True, we're working hard to lower the bar of entry so that more players can enjoy EVE and can get into the game. Our NPE (New Player Experience) is challenging, and we're trying to improve it to better prepare rookies for what lies out there, but when you start to play eve, you'll always start out as the little fish in the big pond.

The only way to grow is to voraciously consume what's around you, and its your choice whether that happens to be New Eden's abundant natural resources, or the other people who're also fighting their way to the top.

EVE is a playing experience like no other, where every action or reaction resonates through a single universe and is felt by players from all corners of the word. There are no shards here, no mirror universes, no instances and very few rules. If you stumble across something valuable, then chances are someone else already knows where you are, or is working their way toward you and you better be prepared to fight for what you've discovered.

EVE will test you from the outset, from the very second you undock and glimpse the stars, and will take pleasure from sorting those who can survive from those who'd rather curl up and perish.

EVE will let you fight until you collapse, then let you struggle to your feet, exhausted from the effort. Then when you can see the light at the end of the tunnel it'll kick you flat on your ass in the mud again and ask you why you deserve to be standing. It'll test you against every other individual playing at some point or another, and it'll ask for answers.

Give it an answer and maybe it'll let you up again, long enough to gather your thoughts. After a few more steps you're on the ground again and it's asking more questions.

EVE is designed to be harsh, it's designed to be challenging, and it's designed to be so deep and complex that it should fascinate and terrify you at the same time.

Corporation, Alliances and coalitions of tens of thousands have risen and fallen on these basic principles, and every one of those thousands of people has their own unique story to tell about how it affected them and what they experienced.

That's the beauty of EVE. Action and reaction. Emergence.

Welcome to the most frightening virtual playground you'll ever experience.

CCP Falcon || EVE Universe Community Manager || @CCP_Falcon

Happy Birthday To FAWLTY7! <3

Celly S
Neutin Local LLC
#842 - 2014-08-31 19:20:10 UTC
CCP Falcon wrote:
Captain StringfellowHawk wrote:
CCP Falcon wrote:
Dorian Wylde wrote:
Try again.


Don't need to buddy, what I said is fact. Sorry if you don't agree. Smile




This is the ROLE I wish to see CCP in. Stand your Ground, You handle the game aspect and let the players run as they should in a Sandbox game. Whether we kick the castle down or build it, it's up to us. I am so happy finally seeing CCP and a very respect Dev ontop of that taking a Solid stance for once. Actually the last few "releases" I have seen them stand their ground and I love it. Start dealing with everyone and not Catering to the Tearfilled Entitled.


Okay, so what follows is entirely my personal opinion.

It's not a case of not "catering to the tearfilled entitled", it's a case of us staying true to the core of what EVE was built on.

Some of the people complaining in this thread have valid points about the fact that they don't feel safe. Simple fact of the matter is, that you're not suppose to feel safe in New Eden.

Eve is not a game for the faint hearted. It's a game that will chew you up and spit you out in the blink of an eye if you even think about letting your guard down or becoming complacent.

While every other MMO starts off with an intro that tells you you're going to be the savior of the realm, holds your hand, protects you, nurtures your development and ultimately guides you to your destiny as a hero along with several other million players who've had the exact same experience, EVE assaults you from the second you begin to play after you create a character, spitting you out into a universe that under the surface, is so complex that it's enough to make your head explode.

The entire design is based around being harsh, vicious, relentless, hostile and cold. It's about action and reaction, and the story that unfolds as you experience these two things.

True, we're working hard to lower the bar of entry so that more players can enjoy EVE and can get into the game. Our NPE (New Player Experience) is challenging, and we're trying to improve it to better prepare rookies for what lies out there, but when you start to play eve, you'll always start out as the little fish in the big pond.

The only way to grow is to voraciously consume what's around you, and its your choice whether that happens to be New Eden's abundant natural resources, or the other people who're also fighting their way to the top.

EVE is a playing experience like no other, where every action or reaction resonates through a single universe and is felt by players from all corners of the word. There are no shards here, no mirror universes, no instances and very few rules. If you stumble across something valuable, then chances are someone else already knows where you are, or is working their way toward you and you better be prepared to fight for what you've discovered.

EVE will test you from the outset, from the very second you undock and glimpse the stars, and will take pleasure from sorting those who can survive from those who'd rather curl up and perish.

EVE will let you fight until you collapse, then let you struggle to your feet, exhausted from the effort. Then when you can see the light at the end of the tunnel it'll kick you flat on your ass in the mud again and ask you why you deserve to be standing. It'll test you against every other individual playing at some point or another, and it'll ask for answers.

Give it an answer and maybe it'll let you up again, long enough to gather your thoughts. After a few more steps you're on the ground again and it's asking more questions.

EVE is designed to be harsh, it's designed to be challenging, and it's designed to be so deep and complex that it should fascinate and terrify you at the same time.

Corporation, Alliances and coalitions of tens of thousands have risen and fallen on these basic principles, and every one of those thousands of people has their own unique story to tell about how it affected them and what they experienced.

That's the beauty of EVE. Action and reaction. Emergence.

Welcome to the most frightening virtual playground you'll ever experience.



NAILED IT AGAIN!!!!

Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Benny Ohu
Royal Amarr Institute
Amarr Empire
#843 - 2014-08-31 19:24:15 UTC
Celly S wrote:
CCP Falcon wrote:



NAILED IT AGAIN!!!!

nailed that bullseye in a hole in one. swish swish - touchdown
Captain StringfellowHawk
Forsaken Reavers
#844 - 2014-08-31 19:28:42 UTC
CCP Falcon wrote:
Captain StringfellowHawk wrote:
CCP Falcon wrote:
Dorian Wylde wrote:
Try again.


Don't need to buddy, what I said is fact. Sorry if you don't agree. Smile




This is the ROLE I wish to see CCP in. Stand your Ground, You handle the game aspect and let the players run as they should in a Sandbox game. Whether we kick the castle down or build it, it's up to us. I am so happy finally seeing CCP and a very respect Dev ontop of that taking a Solid stance for once. Actually the last few "releases" I have seen them stand their ground and I love it. Start dealing with everyone and not Catering to the Tearfilled Entitled.


Okay, so what follows is entirely my personal opinion.

It's not a case of not "catering to the tearfilled entitled", it's a case of us staying true to the core of what EVE was built on.

Some of the people complaining in this thread have valid points about the fact that they don't feel safe. Simple fact of the matter is, that you're not suppose to feel safe in New Eden.

Eve is not a game for the faint hearted. It's a game that will chew you up and spit you out in the blink of an eye if you even think about letting your guard down or becoming complacent.

While every other MMO starts off with an intro that tells you you're going to be the savior of the realm, holds your hand, protects you, nurtures your development and ultimately guides you to your destiny as a hero along with several other million players who've had the exact same experience, EVE assaults you from the second you begin to play after you create a character, spitting you out into a universe that under the surface, is so complex that it's enough to make your head explode.

The entire design is based around being harsh, vicious, relentless, hostile and cold. It's about action and reaction, and the story that unfolds as you experience these two things.

True, we're working hard to lower the bar of entry so that more players can enjoy EVE and can get into the game. Our NPE (New Player Experience) is challenging, and we're trying to improve it to better prepare rookies for what lies out there, but when you start to play eve, you'll always start out as the little fish in the big pond.

The only way to grow is to voraciously consume what's around you, and its your choice whether that happens to be New Eden's abundant natural resources, or the other people who're also fighting their way to the top.

EVE is a playing experience like no other, where every action or reaction resonates through a single universe and is felt by players from all corners of the word. There are no shards here, no mirror universes, no instances and very few rules. If you stumble across something valuable, then chances are someone else already knows where you are, or is working their way toward you and you better be prepared to fight for what you've discovered.

EVE will test you from the outset, from the very second you undock and glimpse the stars, and will take pleasure from sorting those who can survive from those who'd rather curl up and perish.

EVE will let you fight until you collapse, then let you struggle to your feet, exhausted from the effort. Then when you can see the light at the end of the tunnel it'll kick you flat on your ass in the mud again and ask you why you deserve to be standing. It'll test you against every other individual playing at some point or another, and it'll ask for answers.

Give it an answer and maybe it'll let you up again, long enough to gather your thoughts. After a few more steps you're on the ground again and it's asking more questions.

EVE is designed to be harsh, it's designed to be challenging, and it's designed to be so deep and complex that it should fascinate and terrify you at the same time.

Corporation, Alliances and coalitions of tens of thousands have risen and fallen on these basic principles, and every one of those thousands of people has their own unique story to tell about how it affected them and what they experienced.

That's the beauty of EVE. Action and reaction. Emergence.

Welcome to the most frightening virtual playground you'll ever experience.


<3 you bro. This is just beautiful
Guttripper
State War Academy
Caldari State
#845 - 2014-08-31 19:30:20 UTC
CCP Falcon wrote:
EVE is designed to be harsh, it's designed to be challenging, and it's designed to be so deep and complex that it should fascinate and terrify you at the same time.

Too bad, in my opinion, CCP has been on track for quite some time to cater more towards the lowest common denominator instead of following their habits of old and being "risk takers". Instead of CCP giving more options and variety of gaming while asking their player base what they would want to do next, CCP has become more, "we know what is best for you and you will accept what we dish out without question".

Perhaps that is the challenge - how to accept without question.
Natural CloneKiller
Commonwealth Mercenaries
BLACKFLAG.
#846 - 2014-08-31 19:37:15 UTC
CCP Falcon wrote:
Captain StringfellowHawk wrote:
CCP Falcon wrote:
Dorian Wylde wrote:
Try again.


Don't need to buddy, what I said is fact. Sorry if you don't agree. Smile




This is the ROLE I wish to see CCP in. Stand your Ground, You handle the game aspect and let the players run as they should in a Sandbox game. Whether we kick the castle down or build it, it's up to us. I am so happy finally seeing CCP and a very respect Dev ontop of that taking a Solid stance for once. Actually the last few "releases" I have seen them stand their ground and I love it. Start dealing with everyone and not Catering to the Tearfilled Entitled.


Okay, so what follows is entirely my personal opinion.

It's not a case of not "catering to the tearfilled entitled", it's a case of us staying true to the core of what EVE was built on.

Some of the people complaining in this thread have valid points about the fact that they don't feel safe. Simple fact of the matter is, that you're not suppose to feel safe in New Eden.

Eve is not a game for the faint hearted. It's a game that will chew you up and spit you out in the blink of an eye if you even think about letting your guard down or becoming complacent.

While every other MMO starts off with an intro that tells you you're going to be the savior of the realm, holds your hand, protects you, nurtures your development and ultimately guides you to your destiny as a hero along with several other million players who've had the exact same experience, EVE assaults you from the second you begin to play after you create a character, spitting you out into a universe that under the surface, is so complex that it's enough to make your head explode.

The entire design is based around being harsh, vicious, relentless, hostile and cold. It's about action and reaction, and the story that unfolds as you experience these two things.

True, we're working hard to lower the bar of entry so that more players can enjoy EVE and can get into the game. Our NPE (New Player Experience) is challenging, and we're trying to improve it to better prepare rookies for what lies out there, but when you start to play eve, you'll always start out as the little fish in the big pond.

The only way to grow is to voraciously consume what's around you, and its your choice whether that happens to be New Eden's abundant natural resources, or the other people who're also fighting their way to the top.

EVE is a playing experience like no other, where every action or reaction resonates through a single universe and is felt by players from all corners of the word. There are no shards here, no mirror universes, no instances and very few rules. If you stumble across something valuable, then chances are someone else already knows where you are, or is working their way toward you and you better be prepared to fight for what you've discovered.

EVE will test you from the outset, from the very second you undock and glimpse the stars, and will take pleasure from sorting those who can survive from those who'd rather curl up and perish.

EVE will let you fight until you collapse, then let you struggle to your feet, exhausted from the effort. Then when you can see the light at the end of the tunnel it'll kick you flat on your ass in the mud again and ask you why you deserve to be standing. It'll test you against every other individual playing at some point or another, and it'll ask for answers.

Give it an answer and maybe it'll let you up again, long enough to gather your thoughts. After a few more steps you're on the ground again and it's asking more questions.

EVE is designed to be harsh, it's designed to be challenging, and it's designed to be so deep and complex that it should fascinate and terrify you at the same time.

Corporation, Alliances and coalitions of tens of thousands have risen and fallen on these basic principles, and every one of those thousands of people has their own unique story to tell about how it affected them and what they experienced.

That's the beauty of EVE. Action and reaction. Emergence.

Welcome to the most frightening virtual playground you'll ever experience.



This in the main is why I play this immersive game. Its also the reason we shot that OP guy in the first place. I recall learning the game for the first time. I asked my new CEO at the time to test the tank on a raptor I could fly and he killed me in 4 hits by accident - so I left as a noob. The next corp I joined invited me in...told me to come mining with them and proceeded to kill me in a belt - then kicked me out of corp saying go play WOW. All I wanted from that moment was revenge and so was born a pvp career. The raw emotion and the fact we can and do lose so much is what draws me back to the game. Yes we all don't want to be on the receiving end, but its what draws many of us into this world.

I had to laugh the other day - we ganked a guy we had hunted for ages and a few weeks later we got talking in eve. Turned out he lived 10 miles from me in RL so we went for a curry! You don't get that in WOW! And he came on a pvp op and loved it!

I could not agree more with the fact we need to focus on continuing to bring in new players, because lets face it, the majority of the community want to keep doing this for years to come.

FALCON - I think a few people might want to buy you a drink at the next fanfest!
Lord Jasta
KarmaFleet
Goonswarm Federation
#847 - 2014-08-31 19:45:14 UTC
CCP Falcon wrote:
Why should CCP provide protection for your haulage in high sec?

CONCORD offer a level of deterrent just the same as any law enforcement agency, but as with any police for they're reactive and punitive rather than proactive.

If you want your haulage to be safer, bring the guns. If you don't have any guns, sacrifice some of your profit margin and hire someone who has them to escort you.

Welcome to New Eden, you just learned a very valuable lesson in being prepared and covering your back.

Smile




I would like to officially offer my services as an escort. This can be done for a varying fee and in your corp or out of it. Feel free to contact me for info.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#848 - 2014-08-31 19:45:34 UTC
Natural CloneKiller wrote:
This in the main is why I play this immersive game. Its also the reason we shot that OP guy in the first place. I recall learning the game for the first time. I asked my new CEO at the time to test the tank on a raptor I could fly and he killed me in 4 hits by accident - so I left as a noob. The next corp I joined invited me in...told me to come mining with them and proceeded to kill me in a belt - then kicked me out of corp saying go play WOW. All I wanted from that moment was revenge and so was born a pvp career.


this is basically the first part of a supervillain origin story
Indahmawar Fazmarai
#849 - 2014-08-31 19:49:00 UTC
CCP Falcon wrote:
Captain StringfellowHawk wrote:
CCP Falcon wrote:
Dorian Wylde wrote:
Try again.


Don't need to buddy, what I said is fact. Sorry if you don't agree. Smile




This is the ROLE I wish to see CCP in. Stand your Ground, You handle the game aspect and let the players run as they should in a Sandbox game. Whether we kick the castle down or build it, it's up to us. I am so happy finally seeing CCP and a very respect Dev ontop of that taking a Solid stance for once. Actually the last few "releases" I have seen them stand their ground and I love it. Start dealing with everyone and not Catering to the Tearfilled Entitled.


Okay, so what follows is entirely my personal opinion.

It's not a case of not "catering to the tearfilled entitled", it's a case of us staying true to the core of what EVE was built on.

Some of the people complaining in this thread have valid points about the fact that they don't feel safe. Simple fact of the matter is, that you're not suppose to feel safe in New Eden.

Eve is not a game for the faint hearted. It's a game that will chew you up and spit you out in the blink of an eye if you even think about letting your guard down or becoming complacent.

While every other MMO starts off with an intro that tells you you're going to be the savior of the realm, holds your hand, protects you, nurtures your development and ultimately guides you to your destiny as a hero along with several other million players who've had the exact same experience, EVE assaults you from the second you begin to play after you create a character, spitting you out into a universe that under the surface, is so complex that it's enough to make your head explode.

The entire design is based around being harsh, vicious, relentless, hostile and cold. It's about action and reaction, and the story that unfolds as you experience these two things.

True, we're working hard to lower the bar of entry so that more players can enjoy EVE and can get into the game. Our NPE (New Player Experience) is challenging, and we're trying to improve it to better prepare rookies for what lies out there, but when you start to play eve, you'll always start out as the little fish in the big pond.

The only way to grow is to voraciously consume what's around you, and its your choice whether that happens to be New Eden's abundant natural resources, or the other people who're also fighting their way to the top.

EVE is a playing experience like no other, where every action or reaction resonates through a single universe and is felt by players from all corners of the word. There are no shards here, no mirror universes, no instances and very few rules. If you stumble across something valuable, then chances are someone else already knows where you are, or is working their way toward you and you better be prepared to fight for what you've discovered.

EVE will test you from the outset, from the very second you undock and glimpse the stars, and will take pleasure from sorting those who can survive from those who'd rather curl up and perish.

EVE will let you fight until you collapse, then let you struggle to your feet, exhausted from the effort. Then when you can see the light at the end of the tunnel it'll kick you flat on your ass in the mud again and ask you why you deserve to be standing. It'll test you against every other individual playing at some point or another, and it'll ask for answers.

Give it an answer and maybe it'll let you up again, long enough to gather your thoughts. After a few more steps you're on the ground again and it's asking more questions.

EVE is designed to be harsh, it's designed to be challenging, and it's designed to be so deep and complex that it should fascinate and terrify you at the same time.

Corporation, Alliances and coalitions of tens of thousands have risen and fallen on these basic principles, and every one of those thousands of people has their own unique story to tell about how it affected them and what they experienced.

That's the beauty of EVE. Action and reaction. Emergence.

Welcome to the most frightening virtual playground you'll ever experience.


Yay, but don't ask to make it harsh and fearful for gankers. They whine quite annoyingly afterwards. P
Ralph King-Griffin
New Eden Tech Support
#850 - 2014-08-31 20:23:02 UTC
CCP Falcon wrote:
Captain StringfellowHawk wrote:
CCP Falcon wrote:
Dorian Wylde wrote:
Try again.


Don't need to buddy, what I said is fact. Sorry if you don't agree. Smile




This is the ROLE I wish to see CCP in. Stand your Ground, You handle the game aspect and let the players run as they should in a Sandbox game. Whether we kick the castle down or build it, it's up to us. I am so happy finally seeing CCP and a very respect Dev ontop of that taking a Solid stance for once. Actually the last few "releases" I have seen them stand their ground and I love it. Start dealing with everyone and not Catering to the Tearfilled Entitled.


Okay, so what follows is entirely my personal opinion.

It's not a case of not "catering to the tearfilled entitled", it's a case of us staying true to the core of what EVE was built on.

Some of the people complaining in this thread have valid points about the fact that they don't feel safe. Simple fact of the matter is, that you're not suppose to feel safe in New Eden.

Eve is not a game for the faint hearted. It's a game that will chew you up and spit you out in the blink of an eye if you even think about letting your guard down or becoming complacent.

While every other MMO starts off with an intro that tells you you're going to be the savior of the realm, holds your hand, protects you, nurtures your development and ultimately guides you to your destiny as a hero along with several other million players who've had the exact same experience, EVE assaults you from the second you begin to play after you create a character, spitting you out into a universe that under the surface, is so complex that it's enough to make your head explode.

The entire design is based around being harsh, vicious, relentless, hostile and cold. It's about action and reaction, and the story that unfolds as you experience these two things.

True, we're working hard to lower the bar of entry so that more players can enjoy EVE and can get into the game. Our NPE (New Player Experience) is challenging, and we're trying to improve it to better prepare rookies for what lies out there, but when you start to play eve, you'll always start out as the little fish in the big pond.

The only way to grow is to voraciously consume what's around you, and its your choice whether that happens to be New Eden's abundant natural resources, or the other people who're also fighting their way to the top.

EVE is a playing experience like no other, where every action or reaction resonates through a single universe and is felt by players from all corners of the word. There are no shards here, no mirror universes, no instances and very few rules. If you stumble across something valuable, then chances are someone else already knows where you are, or is working their way toward you and you better be prepared to fight for what you've discovered.

EVE will test you from the outset, from the very second you undock and glimpse the stars, and will take pleasure from sorting those who can survive from those who'd rather curl up and perish.

EVE will let you fight until you collapse, then let you struggle to your feet, exhausted from the effort. Then when you can see the light at the end of the tunnel it'll kick you flat on your ass in the mud again and ask you why you deserve to be standing. It'll test you against every other individual playing at some point or another, and it'll ask for answers.

Give it an answer and maybe it'll let you up again, long enough to gather your thoughts. After a few more steps you're on the ground again and it's asking more questions.

EVE is designed to be harsh, it's designed to be challenging, and it's designed to be so deep and complex that it should fascinate and terrify you at the same time.

Corporation, Alliances and coalitions of tens of thousands have risen and fallen on these basic principles, and every one of those thousands of people has their own unique story to tell about how it affected them and what they experienced.

That's the beauty of EVE. Action and reaction. Emergence.

Welcome to the most frightening virtual playground you'll ever experience.

o7
Lilliana Stelles
#851 - 2014-08-31 20:24:35 UTC  |  Edited by: Lilliana Stelles
I'm still wondering, if Eve isn't supposed to be safe, why are the consequences for ganking so predictable? I just think we should shake things up a bit. A bit more RNG to the concord spawn timer and amount. instead of a predictable 17 or whatever seconds, and luring concord off, give concord the ability to be a bit less predictable. Add some *actual* risks to the gank, and potentially harsher penalties (being prevented from using gates for a period of time perhaps, forcing gankers to make use of blops bridges into lowsec or something.) Perhaps isk fines that are actual proportional to the damage done instead of proportional to the attacker's ship value.

I'm not upset with the current system, I just think we have some untapped potential to make it a bit less predictable and reball the risk/reward factor a bit.

Not a forum alt. 

Maichin Civire
#852 - 2014-08-31 20:30:54 UTC
Forty-six pages in four days.

I guess it's new record of EVE-O forums?
Benny Ohu
Royal Amarr Institute
Amarr Empire
#853 - 2014-08-31 20:32:10 UTC
Lilliana Stelles wrote:
I'm still wondering, if Eve isn't supposed to be safe, why are the consequences for ganking so predictable? I just think we should shake things up a bit. A bit more RNG to the concord spawn timer and amount. instead of a predictable 17 or whatever seconds, and luring concord off, give concord the ability to be a bit less predictable. Add some *actual* risks to the gank, and potentially harsher penalties (being prevented from using gates for a period of time perhaps, forcing gankers to make use of bridges into lowsec or something.

I'm not upset with the current system, I just think we have some untapped potential to make it a bit less predictable and reball the risk/reward factor a bit.

there's already risk in an rng in the form of loot drops we don't need that garbage twice

or three times if you inlclude the rng in tracking

the gankers are already -forced- to remain in their pods or get shot for fifteen minutes and -forced- to be chased by faction police everywhere if they don't waste a huge amount of time or isk getting their sec back up again

finally making gankers use bridges (how do you bridge into or out of highsec?) to go into lowsec doesn't make sense seeing as they're obviously highsec players since they're playing in highsec. this is like forcing highsec level four runners into lowsec level fours?
Studio Ghibli
The Directorate Council
The Rogue Consortium
#854 - 2014-08-31 20:32:34 UTC
baltec1 wrote:
Studio Ghibli wrote:
Hi, I'm a Provi-resident.

I like to mine. I mine with friends. We mine together. I discovered that mining in high-sec is kind of dangerous, though.

This morning, I was mining with friends in Providence. I moved there a few years back.

While I was reading this article, an aggressive pilot was reported in a Brutix one system over. We continued to mine.

The Brutix jumped into our system. We continued to mine.

The Brutix warped to me and my miner-friends, and he webbed and scrammed me--so I webbed and scrammed him back, and all three of us deployed our drones against him, and two stealth bombers decloaked and started nailing him with torpedoes.

And then we continued to mine.

The moral of this story?

If you can't do what you're doing where you are, go somewhere where you can do what you want to do.

No one is forcing you to live up in high-sec. If high-sec is untenable, move somewhere else.

And demanding the game cater to your expectations is silly, especially, when it is no mystery that EVE is a very mean and unforgiving game.

Equipping guns is silly, for sure. So tank your ship, or fly a tankier ship. DSTs--not just for deep space anymore.

In other news, looking for more miners. :)


Provi-Residents, they are better than you.


I laughed at this back-handed compliment. ;)
Demonfist
New Eden Capsuleer College
Higher Education
#855 - 2014-08-31 20:33:28 UTC
Maichin Civire wrote:
Forty-six pages in four days.

I guess it's new record of EVE-O forums?

atleast 7 pages of it is "ganking is good because ganking is good". someone is incapable of thinking of anything else it seems.

eBil Tycoon > we're more like megacapitalistic psychotic space cowboys with raging epeens and 3% real girls.

Lilliana Stelles
#856 - 2014-08-31 20:40:17 UTC
Benny Ohu wrote:
Lilliana Stelles wrote:
I'm still wondering, if Eve isn't supposed to be safe, why are the consequences for ganking so predictable? I just think we should shake things up a bit. A bit more RNG to the concord spawn timer and amount. instead of a predictable 17 or whatever seconds, and luring concord off, give concord the ability to be a bit less predictable. Add some *actual* risks to the gank, and potentially harsher penalties (being prevented from using gates for a period of time perhaps, forcing gankers to make use of bridges into lowsec or something.

I'm not upset with the current system, I just think we have some untapped potential to make it a bit less predictable and reball the risk/reward factor a bit.

there's already risk in an rng in the form of loot drops we don't need that garbage twice

or three times if you inlclude the rng in tracking

the gankers are already -forced- to remain in their pods or get shot for fifteen minutes and -forced- to be chased by faction police everywhere if they don't waste a huge amount of time or isk getting their sec back up again

finally making gankers use bridges (how do you bridge into or out of highsec?) to go into lowsec doesn't make sense seeing as they're obviously highsec players since they're playing in highsec. this is like forcing highsec level four runners into lowsec level fours?


You're getting the point of this, you're just not thinking about it. When you run missions constantly for a corp (say, SOE out of Omson for example), you're eventually forced to take a lowsec mission or wait for a 4 hour cooldown, or take a standing hit. The game already forces mission runners to either take a time-out, or go into lowsec. Why not do the same thing to gankers? Force them to get stuck in a system for 4 hours or bridge out to lowsec and do something else if they want to continue playing? The same thing for highsec explorer who get lowsec escalations. No one should have zero-risk gameplay.

The current problem (if there is a problem, I'm still not entirely sure about that, but with all the whining I may as well propose a solution), is that the RISK involved is not proportional to the crime. Basically the risk is negligible, loot drops aside, because entities like CODE gank regardless of profit (as they have the right to), so the RNG involved in potential loot drops is IRRELEVANT when you're not aiming to get any loot. Therefore, there needs to be a new type of RNG-based penalty for ganking, such as a fine for 10% of the damage caused split among everyone involved on the kill, with a slight random factor, or an inability to travel for a RNG based time period.

Gankers wouldn't like it, but it would add *risk* to ganking. Complete predictability has no risk. (I will lose my ship and get a kill, guaranteed) is not risk. And it has come down to an exact science where you can guarantee to get a kill if you have enough DPS, due to the predictable response time of concord. This is a problem.

At the very least, maybe concord needs some variety (potential for cloaked concord ships waiting on gates, concord checkpoints, concord logi-based response teams to potentially rep ships under attack, or something such as that).

I don't want highsec to be safe. I just feel like this is starting to get boring. It's been the same complaints now for a few years, and it's much more of an issue than it used to be as gankers have clearly just become comfortable with the static-ness of concord response and punishment. It needs to be changed and shaken up, just like SOV and capitals and every other aspect of the game.

Not a forum alt. 

Generic Marketting Character
Doomheim
#857 - 2014-08-31 20:45:53 UTC
CCP Falcon wrote:
Captain StringfellowHawk wrote:
CCP Falcon wrote:
Dorian Wylde wrote:
Try again.


Don't need to buddy, what I said is fact. Sorry if you don't agree. Smile




This is the ROLE I wish to see CCP in. Stand your Ground, You handle the game aspect and let the players run as they should in a Sandbox game. Whether we kick the castle down or build it, it's up to us. I am so happy finally seeing CCP and a very respect Dev ontop of that taking a Solid stance for once. Actually the last few "releases" I have seen them stand their ground and I love it. Start dealing with everyone and not Catering to the Tearfilled Entitled.


Okay, so what follows is entirely my personal opinion.

It's not a case of not "catering to the tearfilled entitled", it's a case of us staying true to the core of what EVE was built on.

Some of the people complaining in this thread have valid points about the fact that they don't feel safe. Simple fact of the matter is, that you're not suppose to feel safe in New Eden.

Eve is not a game for the faint hearted. It's a game that will chew you up and spit you out in the blink of an eye if you even think about letting your guard down or becoming complacent.

While every other MMO starts off with an intro that tells you you're going to be the savior of the realm, holds your hand, protects you, nurtures your development and ultimately guides you to your destiny as a hero along with several other million players who've had the exact same experience, EVE assaults you from the second you begin to play after you create a character, spitting you out into a universe that under the surface, is so complex that it's enough to make your head explode.

The entire design is based around being harsh, vicious, relentless, hostile and cold. It's about action and reaction, and the story that unfolds as you experience these two things.

True, we're working hard to lower the bar of entry so that more players can enjoy EVE and can get into the game. Our NPE (New Player Experience) is challenging, and we're trying to improve it to better prepare rookies for what lies out there, but when you start to play eve, you'll always start out as the little fish in the big pond.

The only way to grow is to voraciously consume what's around you, and its your choice whether that happens to be New Eden's abundant natural resources, or the other people who're also fighting their way to the top.

EVE is a playing experience like no other, where every action or reaction resonates through a single universe and is felt by players from all corners of the word. There are no shards here, no mirror universes, no instances and very few rules. If you stumble across something valuable, then chances are someone else already knows where you are, or is working their way toward you and you better be prepared to fight for what you've discovered.

EVE will test you from the outset, from the very second you undock and glimpse the stars, and will take pleasure from sorting those who can survive from those who'd rather curl up and perish.

EVE will let you fight until you collapse, then let you struggle to your feet, exhausted from the effort. Then when you can see the light at the end of the tunnel it'll kick you flat on your ass in the mud again and ask you why you deserve to be standing. It'll test you against every other individual playing at some point or another, and it'll ask for answers.

Give it an answer and maybe it'll let you up again, long enough to gather your thoughts. After a few more steps you're on the ground again and it's asking more questions.

EVE is designed to be harsh, it's designed to be challenging, and it's designed to be so deep and complex that it should fascinate and terrify you at the same time.

Corporation, Alliances and coalitions of tens of thousands have risen and fallen on these basic principles, and every one of those thousands of people has their own unique story to tell about how it affected them and what they experienced.

That's the beauty of EVE. Action and reaction. Emergence.

Welcome to the most frightening virtual playground you'll ever experience.


You're already from the north of england which means I'm required to love you
But now I want your man babies, I'm not certain how we'll do it, but we'll make it work, we have to
Gully Alex Foyle
The Scope
Gallente Federation
#858 - 2014-08-31 20:47:33 UTC
Lilliana Stelles wrote:
I'm still wondering, if Eve isn't supposed to be safe, why are the consequences for ganking so predictable? I just think we should shake things up a bit. A bit more RNG to the concord spawn timer and amount. instead of a predictable 17 or whatever seconds, and luring concord off, give concord the ability to be a bit less predictable. Add some *actual* risks to the gank, and potentially harsher penalties (being prevented from using gates for a period of time perhaps, forcing gankers to make use of blops bridges into lowsec or something.) Perhaps isk fines that are actual proportional to the damage done instead of proportional to the attacker's ship value.

I'm not upset with the current system, I just think we have some untapped potential to make it a bit less predictable and reball the risk/reward factor a bit.
You're looking at it upside down.

CONCORD mechanics are balanced from the VICTIM's point of view, not the gankers'.

Though they're two faces of the same coin, what's important here is how risky it is to fly loot pinatas / afk / unescorted / unscouted. What happens to the gankers is irrelevant, what really matters is how risky it is to fly valuable stuff in highsec.

Because that's what defines the game and its economy.

Gankers could almost be randomly spawning NPCs. They're ccp workers, in a sense (not literally, to my knowledge at least P).

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Benny Ohu
Royal Amarr Institute
Amarr Empire
#859 - 2014-08-31 20:50:43 UTC
Lilliana Stelles wrote:
You're getting the point of this, you're just not thinking about it. When you run missions constantly for a corp (say, SOE out of Omson for example), you're eventually forced to take a lowsec mission or wait for a 4 hour cooldown, or take a standing hit. The game already forces mission runners to either take a time-out, or go into lowsec.

or take the negligible standing hit as most of us'd do. it's not like career mission runners are short on good standing. and you don't have to 'wait' the cooldown, you run missions in the meantime

Lilliana Stelles wrote:
Why not do the same thing to gankers? Force them to get stuck in a system for 4 hours or bridge out to lowsec and do something else if they want to continue playing? The same thing for highsec explorer who get lowsec escalations. No one should have zero-risk gameplay.

uh, no, the question is 'why should anyone have to put up with that garbage'. and gankers don't have zero-risk gameplay.

Lilliana Stelles wrote:
The current problem (if there is a problem, I'm still not entirely sure about that, but with all the whining I may as well propose a solution), is that the RISK involved is not proportional to the crime. Basically the risk is negligible, loot drops aside, because entities like CODE gank regardless of profit (as they have the right to), so the RNG involved in potential loot drops is IRRELEVANT when you're not aiming to get any loot. Therefore, there needs to be a new type of RNG-based penalty for ganking, such as a fine for 10% of the damage caused split among everyone involved on the kill, with a slight random factor, or an inability to travel for a RNG based time period.

any risk involved past mechanical is meta, provided by the players. since ganking is meta anyway this is entirely suitable. there doesn't need to be any more mechanical risk to compensate for the lack of meta risk the targets should be providing if they intend to stay unexploded.

Lilliana Stelles wrote:
Complete predictability has no risk. (I will lose my ship and get a kill, guaranteed) is not risk.

losing your ship guaranteed is a risk. a one-hundred-percent-chance risk. and the system, accounting for meta, is not predictable unless you make it. i suggest turning off autopilot for a start.
Lilliana Stelles
#860 - 2014-08-31 20:58:11 UTC
Benny Ohu wrote:
snip


Gotta run for an hour or so and I don't really have time to address this, but I'd like to point out:

I think you're confused on the difference between risk and cost.

From the dictionary.

Risk: the possibility that something bad or unpleasant (such as an injury or a loss) will happen (this doesn't apply to suicide ganking as the consequence is guaranteed).
Cost: something that is lost, damaged, or given up in order to achieve or get something

Not a forum alt.