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Warfare & Tactics

 
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Tired of Pointless Wars...

Author
Dracvlad
Taishi Combine
Astral Alliance
#101 - 2014-10-26 09:55:31 UTC  |  Edited by: Dracvlad
Kagura Nikon wrote:
Toriessian wrote:
Vimsy Vortis wrote:

It's a ecological problem, and it's self perpetuating. It's bad for everyone because it results in huge costs to us wardec outfits and it results in other highsec groups constantly being at war with one group or another. The solution is not "nerf wardecs" we've been nerfing wardecs and that's what lead us here.


I'm gonna chime in with the view of one of the "other highsec groups" that is constantly at war with one group or another. You are totally correct with your view of the current ecosystem. My alliance has been pretty much constantly dec'd since we left null and moved to HS in August. I'm sure theres one reason or another in terms of in game motivation.

One piece of advice I keep seeing is that people should undock and fight back. Theres really no point to the Indy corp doing it in the majority of cases. My own alliances experience shows that. We've killed Rattlesnakes, pods, T3s, falcons. We're still perma-deccd. We can be seen putting a 12 domi blob with AHAC tackle, falcons, and logi support on the field, we still get dec'd. The monthly subcap losses my alliance takes don't come anywhere near putting us in danger. The losses we inflict wouldn't put any organized PvP group in any danger of collapsing either though. If anything undocking has encouraged more decs on us and if that is the consequence of fighting back,successfully or not, why would an Indy corp undock at all?

Theres no way for the newer Indy Corp to come out ahead whether they undock or not. Thats single biggest thing that needs to change IMO. Dedicated PVPers can celebrate hitting their goals in KMs, fun fights, etc. but if your goal is to get back to doing Indy work from HS the mechanics are not in your favor. I don't think a simple nerf or buff to any one thing fixes this. War dec mechanics need a redesign from the ground up.


If you kill things from these groups they tend to drop the wars because all the merc groups need a clean killboard. At least the groups that pursue you out of the jita amarr pipe do.

Also.. if you can fight back like you say.. why not enjoy this game , that is completely geared towards PVP and DO FIGHT?

You are not supposed to go back to doign ONLY indy stuff. You are supposed to work a bit liek in 0.0 where you need intel channels and when war dec pilots come closer your indy pilots are warned and your forces scramble to defend.

NO one is entitled to playing all by itself on his own pocket of imagination in this game.


In 0.0 people just dock up and get safe, though there are some that fleet up and go after the attackers, the alliances I was in normally went after the attackers. The issue is that the more his corp fights the more people who are starved of content war dec his corp, whose main focus is industry, so what happens his corp that fights back loses a large chunk of their industry players and starts losing their capability. Its like anything if you over do it then it will break, its like when the CFC dropped a large super fleet on IRC in Cobalt Edge on the station timer, when IRC had a carrier fleet there to save teh station, everyone realised that they had no chance to fight that and just melted away.

If you keep punishing the indy corp that fights back with more decs then they will die, its as simple as that. Its like over fishing basically...

EDIT: I see you give breaks on your post above, very wise, but others do not and seeing people fighting back dogpile on them

EDIT2: The metric of success or failure for the attacker is killing an off-line POS which is easy, a on-line POS is a bit more fun.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Kagura Nikon
Native Freshfood
Minmatar Republic
#102 - 2014-10-26 10:28:42 UTC
Dracvlad wrote:
Kagura Nikon wrote:
Toriessian wrote:
Vimsy Vortis wrote:

It's a ecological problem, and it's self perpetuating. It's bad for everyone because it results in huge costs to us wardec outfits and it results in other highsec groups constantly being at war with one group or another. The solution is not "nerf wardecs" we've been nerfing wardecs and that's what lead us here.


I'm gonna chime in with the view of one of the "other highsec groups" that is constantly at war with one group or another. You are totally correct with your view of the current ecosystem. My alliance has been pretty much constantly dec'd since we left null and moved to HS in August. I'm sure theres one reason or another in terms of in game motivation.

One piece of advice I keep seeing is that people should undock and fight back. Theres really no point to the Indy corp doing it in the majority of cases. My own alliances experience shows that. We've killed Rattlesnakes, pods, T3s, falcons. We're still perma-deccd. We can be seen putting a 12 domi blob with AHAC tackle, falcons, and logi support on the field, we still get dec'd. The monthly subcap losses my alliance takes don't come anywhere near putting us in danger. The losses we inflict wouldn't put any organized PvP group in any danger of collapsing either though. If anything undocking has encouraged more decs on us and if that is the consequence of fighting back,successfully or not, why would an Indy corp undock at all?

Theres no way for the newer Indy Corp to come out ahead whether they undock or not. Thats single biggest thing that needs to change IMO. Dedicated PVPers can celebrate hitting their goals in KMs, fun fights, etc. but if your goal is to get back to doing Indy work from HS the mechanics are not in your favor. I don't think a simple nerf or buff to any one thing fixes this. War dec mechanics need a redesign from the ground up.


If you kill things from these groups they tend to drop the wars because all the merc groups need a clean killboard. At least the groups that pursue you out of the jita amarr pipe do.

Also.. if you can fight back like you say.. why not enjoy this game , that is completely geared towards PVP and DO FIGHT?

You are not supposed to go back to doign ONLY indy stuff. You are supposed to work a bit liek in 0.0 where you need intel channels and when war dec pilots come closer your indy pilots are warned and your forces scramble to defend.

NO one is entitled to playing all by itself on his own pocket of imagination in this game.


In 0.0 people just dock up and get safe, though there are some that fleet up and go after the attackers, the alliances I was in normally went after the attackers. The issue is that the more his corp fights the more people who are starved of content war dec his corp, whose main focus is industry, so what happens his corp that fights back loses a large chunk of their industry players and starts losing their capability. Its like anything if you over do it then it will break, its like when the CFC dropped a large super fleet on IRC in Cobalt Edge on the station timer, when IRC had a carrier fleet there to save teh station, everyone realised that they had no chance to fight that and just melted away.

If you keep punishing the indy corp that fights back with more decs then they will die, its as simple as that. Its like over fishing basically...

EDIT: I see you give breaks on your post above, very wise, but others do not and seeing people fighting back dogpile on them

EDIT2: The metric of success or failure for the attacker is killing an off-line POS which is easy, a on-line POS is a bit more fun.


well he could go check crime and punishment forum.. and hire some group to force the toher to stop. For example us, it is nto cheap, but worth. You can ask our former clients, very rare that the wardeccers keep another extra week after 1 week fighting with us.

We love fighting other war dec groups, and there is at least another war dec group that does the same.

So there are options, even if you feel you cannot keep fighting. Eve is not supposed to be weak. We spend billiosn per week to have our fun, indy grups should sometimes have to do the same.. for examply by hiring us . We will NOT escort you ops.. no.. we will go KILL the guys that are hunting you (helps if you share intel when you guys meet them)

"If brute force does not solve your problem....  then you are  surely not using enough!"

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#103 - 2014-10-26 11:52:41 UTC
Dracvlad wrote:
One of the issues before was that you war decc'd a single corp who had no chance, now they can ask friends to help and in some cases this produces content, perhaps it does not scale up very well against professional and very able war dec alliances/corps like you, but at the lower level it should produce small gang combat.


There are pros and cons to the ally mechanic, and generally speaking it benefits me and my alliance tremendously, however I think it's bad for the game because its total one-sidedness results in it being a really terrible idea for 99% of the people in highsec to ever declare a war.

Having an ally join a war is like having someone declare war on you. Except it costs nothing, becomes active in 4 hours and lasts for as long as you keep the war active if the ally wants it to. Also the defender can publicly advertise that they can do this to you. Not to mention that there's no mechanic that facilitates escalation or retaliation in response to this in any way whatsoever.

It totally removes the specificity of the war declaration to begin with, rather than declaring war on a specific group you think you can beat you also have to factor in both their friends, the possibility of them hiring mercs as well as any other randoms who feel like jumping in on the free war party. Groups like TEST and GSF learned how declaring war post inferno was a great way to find yourself at war with every trade hub camper in the game pretty quickly.

The massive, disproportionate level of risk and uncertainty an aggressor is exposed to by the ally system, and the fact it only works one way has served to completely end war declarations as a means for the average guy in highsec to engage in combat with the other average guy in highsec, if he declares war someone like me will show up, in 4 hours, for free, and **** on his day.

War declaration changes aren't even on the table right now, so it's kind of worthless to talk about them, but I feel like the fact that the ally system only works one way is super harmful to wars as a useful mechanic because there's nothing to discourage bringing in as many allies as you want because the attacker can't do a damned thing about it.
Dracvlad
Taishi Combine
Astral Alliance
#104 - 2014-10-26 13:20:26 UTC
You have to sit back a bit and look at how the player base in Eve has developed, there are a lot less purely PVE/Indy focussed people, furthermore Indy in hisec has seen a nerf in terms of their profits, I have heard a lot about people thinking that people should hire mercs which are war deccers to remove war deccers but it is a pipe dream, an indy group such as the person detailed has no capacity to employ merc groups for more than just a one off, the cost is too much as compared to their profits. Perhaps he could employ you to go after one group that is especially aggresive and irritating, but what does it gain, a reprieve for 1 week or 2 weeks, is it worth it, what can they do in that time to make up the ISK to hire you again. Industrial is a capital intensive operation, I guess they could always sell long term assets for s hort term respite, that is the issue you face in being mercs, the value of paying for your intervention is at worst one week of no war decs.

The only people who have that type of wealth are station traders (who don't need your services) , incursion runners who can be in NPC corps or 0.0 entities, who do not care.

Mercs for me only work in terms of very specific jobs, for what you suggest they are not worth hiring and while part of that is the issue around the mechanics, the main issues is the evolution of the player base.

As I said its like the issue of over fishing...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Dracvlad
Taishi Combine
Astral Alliance
#105 - 2014-10-26 13:31:05 UTC
Vimsy Vortis wrote:
Dracvlad wrote:
One of the issues before was that you war decc'd a single corp who had no chance, now they can ask friends to help and in some cases this produces content, perhaps it does not scale up very well against professional and very able war dec alliances/corps like you, but at the lower level it should produce small gang combat.


There are pros and cons to the ally mechanic, and generally speaking it benefits me and my alliance tremendously, however I think it's bad for the game because its total one-sidedness results in it being a really terrible idea for 99% of the people in highsec to ever declare a war.

Having an ally join a war is like having someone declare war on you. Except it costs nothing, becomes active in 4 hours and lasts for as long as you keep the war active if the ally wants it to. Also the defender can publicly advertise that they can do this to you. Not to mention that there's no mechanic that facilitates escalation or retaliation in response to this in any way whatsoever.

It totally removes the specificity of the war declaration to begin with, rather than declaring war on a specific group you think you can beat you also have to factor in both their friends, the possibility of them hiring mercs as well as any other randoms who feel like jumping in on the free war party. Groups like TEST and GSF learned how declaring war post inferno was a great way to find yourself at war with every trade hub camper in the game pretty quickly.

The massive, disproportionate level of risk and uncertainty an aggressor is exposed to by the ally system, and the fact it only works one way has served to completely end war declarations as a means for the average guy in highsec to engage in combat with the other average guy in highsec, if he declares war someone like me will show up, in 4 hours, for free, and **** on his day.

War declaration changes aren't even on the table right now, so it's kind of worthless to talk about them, but I feel like the fact that the ally system only works one way is super harmful to wars as a useful mechanic because there's nothing to discourage bringing in as many allies as you want because the attacker can't do a damned thing about it.


I hear what you say and your arguments are thought through and very good, however you have to look at the state of your prey and often this is where you fall down, your prey is limited in number in terms of hisec operations that are prepared to mix it with you, also they will not unless there is something specific to defend bother buying in mercs, there is no value, the only exception is those that have a sugar daddy with vast wealth.

In terms of the ally system, it was designed to assist small guys against big guys or medium guys, in the situation I described the corp that did the war dec has 22 characters in corp, my fiend has two accounts and at the moment I have two accounts, I am an ally, they had a specific target an offline POS that is now online. Done finished, I was there as back up they are only interested in offline stuff, so nothing to see here.

Your prey needs the alliance system to even have a chance to undock, and yest there are hardly any white knights, the only thing that causes an issue is people who are desperate for fights to keep their membership engaged... and this is not just an issue in hisec.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#106 - 2014-10-26 13:35:44 UTC  |  Edited by: Vimsy Vortis
The most cost effective way to pay for mercs is to pay them a monthly retainer fee to come to your aid in any war you get into. Typically it's comparatively inexpensive and also the repeat business helps to build a relationship where both parties understand what to expect out of each other. As merc having a client who trusts you and is willing to work with you to blow up the baddies is much more fun and way less infuriating than having an un-cooperative client. As a client, it sucks to hire people while having no idea how effective they are or what they're actually going to do during the war.

tl;dr buy my product only 500 million per month. 1 billion for "high risk" clients.

Mercs aren't the answer though, at least not the "right" answer, people should do their best to fight their own battles and ideally the battles they fight should be against people of appropriate experience levels, however at this stage in the game that's just not something that's going to happen.
Dracvlad
Taishi Combine
Astral Alliance
#107 - 2014-10-26 13:48:38 UTC  |  Edited by: Dracvlad
Vimsy Vortis wrote:
The most cost effective way to pay for mercs is to pay them a monthly retainer fee to come to your aid in any war you get into. Typically it's comparatively inexpensive and also the repeat business helps to build a relationship where both parties understand what to expect out of each other. As merc having a client who trusts you and is willing to work with you to blow up the baddies is much more fun and way less infuriating than having an un-cooperative client. As a client, it sucks to hire people while having no idea how effective they are or what they're actually going to do during the war.

tl;dr buy my product only 500 million per month. 1 billion for "high risk" clients.

Mercs aren't the answer though, at least not the "right" answer, people should do their best to fight their own battles and ideally the battles they fight should be against people of appropriate experience levels, however at this stage in the game that's just not something that's going to happen.


Very good post.

Lets now look at the merc approach, the attitude is not convoy support but hunter killer, and you have multiple hunter killer targets, yet your clients want convoy support, but your members don't want to do that, of course I understand that, but you are not meeting the needs of your clients and if you did it would be as boring as hell. How do you really make this work, to be honest beats me, which is why I never bothered trying to do what you are doing, for me it was just not possible.

And people who fight back get a queue pof people war decc'ing them, because there are too many people looking for good targets and not enough prey.

I don't get war decs, and that is because I have nothing that they can pin me down on, such as a POS and I can go 0.0 or low sec no issues, not so hisec indy corps.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Danjun Zahid
Ministry of War
Amarr Empire
#108 - 2014-10-26 21:52:52 UTC
"In EVE Online, wars are fought for any reason the human mind can come up with and are a true melting pot of emergent game play. We've always left it to the players to define WHY they fight, but we've also always wanted to give you guys more tools to frame your war-mongering ambitions".

from the devs themselves, this game is about fighting, wars can allow all to fight regardless of whether you want to or not. it has been this way since the introduction of wars and the upgrades they got in 2012. it is a tried and true game mechanic and anyone who complains about it doesnt belong in the game.

nuff said
Dracvlad
Taishi Combine
Astral Alliance
#109 - 2014-10-27 08:14:41 UTC
Danjun Zahid wrote:
"In EVE Online, wars are fought for any reason the human mind can come up with and are a true melting pot of emergent game play. We've always left it to the players to define WHY they fight, but we've also always wanted to give you guys more tools to frame your war-mongering ambitions".

from the devs themselves, this game is about fighting, wars can allow all to fight regardless of whether you want to or not. it has been this way since the introduction of wars and the upgrades they got in 2012. it is a tried and true game mechanic and anyone who complains about it doesnt belong in the game.

nuff said


LOL, time for a definite statement...

The key word there is fight, F I G H T, got that, so someone war deccing and not undocking is not fighting, the art of playing Eve by not playing Eve, it seems that the pinnacle of Eve warfare is the art of stopping people from playing, something that I have been saying for some time, and amusingly a guy who makes that point in posts to the forum has his posts reported every time he says it.

Lets repeat the key part again:

this game is about fighting

So if the defender forms a fleet and is ready for the attacker to fight and they do not, is that fighting?

Personally I would rather leave it as it is, but human nature is causing an issue with this, so maybe CCP needs to set up a system where if the defender had set up a fleet and the attacker was online that they declare a contest and if the attacker does not attack then the war dec has a 2 hour countdown unless he comes out to fight. During this time they have to stay undocked and ready to fight.

There you go a FIGHT, do you want to make any more definite statements?

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Heather Austrene
Sebiestor Tribe
Minmatar Republic
#110 - 2014-10-27 12:49:19 UTC
I think Dracvlad is on the right track, but I don't think that it would work quite like that. But it gave me an idea.

The wardeccers want the targets to come out where they can be killed.
The defenders just want the war to end so they can get on with things.

So give the defenders incentive to come out and fight by giving them a game mechanic that allows them to end the war by accomplishing some task, perhaps by destroying some structure or maybe even something similar to plexing in FW. If they accomplish this task, then the war is over and they can't be wardecced by that corp/alliance for some reasonably long period of time.

Toriessian
Helion Production Labs
Independent Operators Consortium
#111 - 2014-10-27 16:45:29 UTC
Kagura Nikon wrote:

IF we woudl need tto select jsut 3-4 targets,t hen War targets woudl be worthless, because no way we could have enough targets to have a chance of doing ANYTHIGN during a weekend.

IF the average player was not a coward chicken, then maybe we woudl not need so many wars.


Its not necessarily about being risk averse or cowardice or wanting to stay in isolated pockets and never be bothered.

Lets look at a recent HS battle. Lets say my alliance (IOC) sends out a skirmishing gang to see what "The Pursuit of Happiness" puts on the field. It was almost comical when you really look at it. Armor AHACs/Cruisers/BCs/Logi vs. Ceptors/Faction Frigs/AHACs/Faction BS/Neutral logi. Didn't look for but would bet money neutral links were floating around. I'm pretty sure both sides can escalate plenty more.

Now lets look at the three big themes in the thread as whole...

1) The fight I describe above is a perfect example of the scale of difficulty issue Vimsy pointed out. Changes to wardecs broke the ecosystem and there are no "small" participants. Entertainingly people are suggesting that new corps undock in T1 cruisers and frigs. These are setups that typically won't break a single logi much less multiple.

- To the small Indy Corp that means no more "at least we got an X" morale kill

2) Multiple people have confirmed, " Indy Corps that get wardecc'd should fight back or die. Oh and BTW don't expect to ever run the content you actually want to since its Indy HS work.".

- To the small Indy corp the motivation to fight back because you might get back to go back to what you are doing is now gone.

3) War Dec alliances dec LOTS of people to get targets because so many aren't willing to fight.

- To the small Indy corp it looks like you're griefing when you're just searching for a fight, somewhere, anywhere.

I don't know how you fix #3 without doing something to alleviate #1 or #2. A mechanic where an indy corp can "win" peace through war for a bit is probably more realistic than finding a way to scale back the ships/fleets being used. This would also create more of a market for mercs because "Hey theres a point to fighting back"

In the end its still a game and you can't complain about not having people to play with if you don't give them a carrot to actually come out and play.

Every day I'm wafflin!

Danjun Zahid
Ministry of War
Amarr Empire
#112 - 2014-10-27 20:47:37 UTC  |  Edited by: Danjun Zahid
Dracvlad wrote:
Danjun Zahid wrote:
"In EVE Online, wars are fought for any reason the human mind can come up with and are a true melting pot of emergent game play. We've always left it to the players to define WHY they fight, but we've also always wanted to give you guys more tools to frame your war-mongering ambitions".

from the devs themselves, this game is about fighting, wars can allow all to fight regardless of whether you want to or not. it has been this way since the introduction of wars and the upgrades they got in 2012. it is a tried and true game mechanic and anyone who complains about it doesnt belong in the game.

nuff said


LOL, time for a definite statement...

The key word there is fight, F I G H T, got that, so someone war deccing and not undocking is not fighting, the art of playing Eve by not playing Eve, it seems that the pinnacle of Eve warfare is the art of stopping people from playing, something that I have been saying for some time, and amusingly a guy who makes that point in posts to the forum has his posts reported every time he says it.

Lets repeat the key part again:

this game is about fighting

So if the defender forms a fleet and is ready for the attacker to fight and they do not, is that fighting?

Personally I would rather leave it as it is, but human nature is causing an issue with this, so maybe CCP needs to set up a system where if the defender had set up a fleet and the attacker was online that they declare a contest and if the attacker does not attack then the war dec has a 2 hour countdown unless he comes out to fight. During this time they have to stay undocked and ready to fight.

There you go a FIGHT, do you want to make any more definite statements?


my statement did say "allows for fights" not that if you wardec you MUST fight for every second that your online. people who war dec and sit in startion as you say are 'avoiding that fight' but it still gives them the oppotunity to if they want which is one of the reasons for having such mechanics (on that similar note i should have changed fighting to PvP, and for some reason people cant seem to understand that sitting in station when you say have 4 people on vs a defending fleet of 14 is a valid tactic!! both attackers and defenders can do it) and the whole 'this game is about fighting' is not a definition it was my point of view based off the years of my playing the game. and on the note of your idea, i like it; allows for more fights but it would be pretty dicky if the defender fleets up when one member of the opposing side is online, especially around dt when only the epic kiwis and strayas are on.

And to the point of T's post above, valid points, people who do industry in low sec and null have to face similar condittions to those getting wardecd by mercs in high. they dont complain, they understand that doing it is risky and from time to time it will make them a target.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#113 - 2014-10-27 22:36:59 UTC  |  Edited by: Vimsy Vortis
There is also an element of the reduced tendency of defenders to defend themselves in the prevailing fleet doctrines of highsec pvp outfits. Armor had and always will remain dominant in highsec due to a combination of the close ranges involved and because utility mids allow the fitting of anti-escape modules like webs, scrams, ECCM and sensor boosters. However there used to be a tendency to ship down to the lowest end thing you could reasonably use because that encourages a fight by concealing your actual strength. Nowadays when a serious effort to kill you almost never happens it is more advantageous to just bring whatever is most able to catch anything you can find and kill whatever it is without needing RR and without it escaping.

This means lots of tank lots of tackle and high DPS out of a fairly fast hull. Subsequently you guys get to deal with armor T3s and AHACs as the standard rather than something we ship up to if things get too real.
Kagura Nikon
Native Freshfood
Minmatar Republic
#114 - 2014-10-28 09:34:45 UTC
Dracvlad wrote:
Vimsy Vortis wrote:
The most cost effective way to pay for mercs is to pay them a monthly retainer fee to come to your aid in any war you get into. Typically it's comparatively inexpensive and also the repeat business helps to build a relationship where both parties understand what to expect out of each other. As merc having a client who trusts you and is willing to work with you to blow up the baddies is much more fun and way less infuriating than having an un-cooperative client. As a client, it sucks to hire people while having no idea how effective they are or what they're actually going to do during the war.

tl;dr buy my product only 500 million per month. 1 billion for "high risk" clients.

Mercs aren't the answer though, at least not the "right" answer, people should do their best to fight their own battles and ideally the battles they fight should be against people of appropriate experience levels, however at this stage in the game that's just not something that's going to happen.


Very good post.

Lets now look at the merc approach, the attitude is not convoy support but hunter killer, and you have multiple hunter killer targets, yet your clients want convoy support, but your members don't want to do that, of course I understand that, but you are not meeting the needs of your clients and if you did it would be as boring as hell. How do you really make this work, to be honest beats me, which is why I never bothered trying to do what you are doing, for me it was just not possible.

And people who fight back get a queue pof people war decc'ing them, because there are too many people looking for good targets and not enough prey.

I don't get war decs, and that is because I have nothing that they can pin me down on, such as a POS and I can go 0.0 or low sec no issues, not so hisec indy corps.



Sure we can all do convoy support. But then the price will be 40 times higher, because we need to ignore our other 40 wars.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#115 - 2014-10-28 09:43:24 UTC
Toriessian wrote:
Kagura Nikon wrote:

IF we woudl need tto select jsut 3-4 targets,t hen War targets woudl be worthless, because no way we could have enough targets to have a chance of doing ANYTHIGN during a weekend.

IF the average player was not a coward chicken, then maybe we woudl not need so many wars.


Its not necessarily about being risk averse or cowardice or wanting to stay in isolated pockets and never be bothered.

Lets look at a recent HS battle. Lets say my alliance (IOC) sends out a skirmishing gang to see what "The Pursuit of Happiness" puts on the field. It was almost comical when you really look at it. Armor AHACs/Cruisers/BCs/Logi vs. Ceptors/Faction Frigs/AHACs/Faction BS/Neutral logi. Didn't look for but would bet money neutral links were floating around. I'm pretty sure both sides can escalate plenty more.

Now lets look at the three big themes in the thread as whole...

1) The fight I describe above is a perfect example of the scale of difficulty issue Vimsy pointed out. Changes to wardecs broke the ecosystem and there are no "small" participants. Entertainingly people are suggesting that new corps undock in T1 cruisers and frigs. These are setups that typically won't break a single logi much less multiple.

- To the small Indy Corp that means no more "at least we got an X" morale kill

2) Multiple people have confirmed, " Indy Corps that get wardecc'd should fight back or die. Oh and BTW don't expect to ever run the content you actually want to since its Indy HS work.".

- To the small Indy corp the motivation to fight back because you might get back to go back to what you are doing is now gone.

3) War Dec alliances dec LOTS of people to get targets because so many aren't willing to fight.

- To the small Indy corp it looks like you're griefing when you're just searching for a fight, somewhere, anywhere.

I don't know how you fix #3 without doing something to alleviate #1 or #2. A mechanic where an indy corp can "win" peace through war for a bit is probably more realistic than finding a way to scale back the ships/fleets being used. This would also create more of a market for mercs because "Hey theres a point to fighting back"

In the end its still a game and you can't complain about not having people to play with if you don't give them a carrot to actually come out and play.



You want to know the solution? There shoudl be no Exclusively Indy corps. The corp system was tought and made so peopel gather and join corps into alliances and help each other. If you want to have an indy corp, you are putting a limitation on yourself, and you should not blame others.

When the enemy is above your paygrade, Hire another group. Then you talk to them and bring your t1 cruisers when there is a fight. So your members learn. SOon you might not need these mercs to any but the most critical wardecs (no one is expecting small groups using t1 cruiser to fight PoH or FA for example, but there are several lower classes of mercs that you can fight back against without help)

NO space for small players? Up to June PoH was runnign with only 5 active members, and we still wrecked havoc. It is nto about the size. It is about peopel not wantign to learn the basics.

EASILY 90% of our WT do not even have Local open while flying around. Peopel that do not ask for a corp member to go ahead in a frigate when they are moving an orca.. things like that.

A carrot you say? Sure we coudl ahve better carrots. I still think high sec POCOs and PI should make more money and minimum taxes shoudl be higher. Also The war tax should be GIVEN to the war target is they manage to win the war report balance.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Anatoly Arji
State War Academy
Caldari State
#116 - 2015-01-05 18:08:47 UTC
As a new player (7 weeks old.) and a very much "pro industrialist" person who likes to mine and build stuff rather than PvP 24 / 7... one thing is clearly obvious to me:

Do not form Industrialist only corporations. Period. Just don't do it. It's like wearing a bow tie in middle school... you'll be targeted for easy beatings all day long. And if you DO feel the need to do that, sure as hell don't put the word "Miner" in the name. Heh. For bonus points, and if you REALLY want to feel the burn, name your corp something like "Newbie Miners and Plex Haulers Incorporated." CONCORD will run out of forms for people to war dec you with.

The sad part is, this is an alt character. I couldn't post this as my main because he's in a corp with "Miner" in the name.

Eve is a PvP oriented game, corps must be strong to survive in that theater. As such, corps need to be able to defend themselves first and be industrialists second. Wardeccing in high sec is a part of the game, like "bumping." Both could easily be removed, but that would detract from the game's core value set.

If your corp is too weak to survive in this environment (probably because it's a coalition of new players that are friends IRL or it has lax recruiting policies...) then disband it and create a chat channel.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#117 - 2015-01-05 19:38:14 UTC
Thorvade wrote:

And yes I might be a carebear in EVE, but Ive served in actual combat in real life so I dont want to hear insults etc etc.


the relevance is overwhelming
Justin Zaine
#118 - 2015-01-07 04:41:55 UTC  |  Edited by: Justin Zaine
Quote:
but Ive served in actual combat in real life so I dont want to hear insults


Lol

He will win who knows when to fight and when not to fight.

He will win who, prepared himself, waits to take the enemy unprepared.

Varathius
Enlightened Industries
Goonswarm Federation
#119 - 2015-01-07 11:14:25 UTC  |  Edited by: Varathius
Thorvade wrote:
Ok establishing from the start that I support High sec wars and combat, IF they have a true purpose. I believe they make the game dynamic and give choices meaning and danger.

I do NOT support repetitive and pointless wars that hinder high sec corps from being able to play the game.
If I mission and mine that is my choice. Getting ganked randomly is bad enough, but thats somewhat realistic. Cops are rarely around for muggings and murders. But being forced to NOT be able to play a game that we pay for is pretty ridiculous in the long run. I enjoy the space themes, I enjoy piloting spaceships, I enjoy many of the facets that EVE has to offer. But I do not enjoy sitting in a station spinning waiting for countdown timers to end.
Because thats what happens mostly. Thats the best way to get war decs to end and thats BS. Paying off pirates who are harrasing you seems counter intuitive at best.

If a war has a true purpose, like territory (but thats nullsec), monetary gain (griefing for money), or even because you were slighted.

When you are repeatedly decced by 2 man corps, 1 man corps running multiple accounts, etc etc. This is nothing more than people who are looking for free kills against the squishiest targets they can find, and that wont shoot back.

Its these wars that break high sec corps, scare off new players, and generally give way to nothing more than bullying and people who get their kicks from fighting things that cant shoot back.

This is a thread for specifically and useful arguments.

And yes I might be a carebear in EVE, but Ive served in actual combat in real life so I dont want to hear insults etc etc.


So let me understand you correctly.

Reasons for war in eve, dumb.

But the dumbest real life war reasons, the dumbest of them all being definitely religion, which we have been waging war for since this none sense was created, yes, that is ok....

troll thread ? If yes, I'll give you 8/10 troll rating.
Velicitia
XS Tech
#120 - 2015-01-07 12:47:47 UTC
Kagura Nikon wrote:

A carrot you say? Sure we coudl ahve better carrots. I still think high sec POCOs and PI should make more money and minimum taxes shoudl be higher. Also The war tax should be GIVEN to the war target is they manage to win the war report balance.



Could work ... but I think that you'll need to do more than just "the balance" -- I mean, it's really easy to get (for example) 10 kills on your WT, and then in the last day, they get a drop on you while you're in something expensive.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia