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Redefining CONCORD

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Author
Hiasa Kite
Brutor Tribe
Minmatar Republic
#1 - 2015-01-09 01:10:19 UTC  |  Edited by: Hiasa Kite
TL;DR: HiSec mechanics create an environment where players feel safe, no matter what they're doing. I believe this is detrimental to player experience, particularly less experienced players. As such, I suggest some changes to CONCORD that remains unchanged for newbros, but gently encourages older players to work together or explore other areas of the game.

Contents
(Use page search [CTRL+F] to navigate)

[1.0] The Problem
[2.0] The Proposal
[3.0] Benefits
[4.0] Drawbacks
[5.0] In Closing

[1.0] The Problem

Player retention is limited by many factors. Two of the factors this topic is made to address are:

1) The "social wall" (p26, CSM8, August Summit minutes) where new players don't always engage in the community-driven aspects of the game. Instead the subset that doesn't engage socially will focus exclusively on solo content, such as mission-running or mining, get bored and ultimately quit. Currently, the social wall exists for players who don't already have social ties with veteran players. I believe this wall can be lowered by encouraging veteran players to reach out for assistance. Practically all content in HiSec is soloable, in fact, very little of it is conducive to team effort - players are forced to share loot from NPC kills and containers.

2) The fear of what happens outside the "womb" of HiSec. HiSec in its current form creates an environment where players feel safe or at least feel entitled so. As CCP Falcon already clearly stated: "Simple fact of the matter is, that you're not suppose to feel safe in New Eden." - Source. Players that prefer the safety of HiSec are likely to fall into one of two categories: They get bored and quit or do something stupid and get themselves killed. Either way, CCP loses customers that go on to share their negative experience with friends and acquaintances, stating that EVE is boring or that it's full of griefers. The womb of HiSec also discourages the open world PvP for which EVE is so famous.

I would like to tackle these limitations by introducing some changes to the way CONCORD works.

[2.0] The Proposal

Change CONCORD so that it only responds to unlawful aggression against certain classes of ships. In addition, remove kill rights as they currently exist. Instead of generating a kill right, flag any player that acquires a criminal flag as a suspect with a ~1-30 day duration.

The classes of ships still under CONCORD protection can be considered "newbie friendly". These classes are:


  • Escape pods
  • All rookie ships
  • All T1 & faction shuttles
  • All T1 & faction frigates
  • All T1 & faction destroyers (including the Noctis)
  • All T1 & faction cruisers
  • All T1 industrials (i.e., haulers)
  • T1 mining frigate (i.e., the Venture)
  • All T1 mining barges


I have loosely defined "newbie friendly" ships as any ship that is likely to be piloted by a character less than 3 weeks old.

While faction ships are prohibitively expensive for a newbie, their skill requirements are relatively low. By limiting eligibility for CONCORD protection to specific skills, we can ensure that players don't train for skills for ships they're not willing to fly due to lack of protection. Much like ship classes that are restricted for trial accounts, a highlighted message can be included that makes it abundantly clear that any ship that requires that specific skill will not be eligible for CONCORD protection.

As a note: This change has no impact on other aggression mechanics. Wars, duels, sentry gun agression, suspect and GCC timers, etc remain completely unchanged.

That said, there may be need for changes to the default overview to make it clearer which targets can be attacked with and without CONCORD intervention. Criminal and suspect flags may need to be altered or a new type of criminal flag may be needed to differentiate between a player that has recently conducted an illegal, but not CONCORDable act and the GCC flag.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Hiasa Kite
Brutor Tribe
Minmatar Republic
#2 - 2015-01-09 01:10:30 UTC  |  Edited by: Hiasa Kite
[4.0] Benefits

  1. The illusion for some new players, that EVE revolves around saving up to a mission running Raven is effectively destroyed. Fewer players will quit due to the monotony of EVE's relatively weak PvE game. It will also help eliminate scenarios where players are getting ganked in ships for which they lack adequate support skills. In addition, players are encouraged to weigh up the benefits of a certain ship outside of yield - a crucial consideration for any task.

  2. Part of the "social wall" is knocked down. Level 4 missions become much more risky to complete as a solo flyer and it would be beneficial to team up with other T1 cruiser pilots to complete them efficiently.

  3. LoSec becomes more attractive. For a player flying a battleship, LoSec essentially becomes mechanically identical to HiSec, but with the caveat that there are fewer neutrals you will need to watch.

  4. Newbie benefits retained over a straight nerf to CONCORD/HiSec. The ships still protected by CONCORD are capable of any HiSec operation and even a sizeable chunk of content outside HiSec.

  5. Freighters adopt a central role for meaningful PvP in HiSec. Currently, in HiSec, a player may get ganked and that's the end of it, meaningful revenge is unlikely, if not impossible and "white knights" are about as useless as bounties. With these changes, a single white knight (a player that habitually defends the innocnet for no advantage to himself) in a T1/faction cruiser can single-handedly obliterate HiSec gate camps of any size. Remember: A white knight can legally engage criminals as he desires, the other gankers on grid cannot engage until he engages them first (lest they be CONCORDed). Gate camping with large fleets is prohibitively risky, having a fleet remain docked while a neutral ship bumps is no longer possible, small gank fleets can be handled by a simple scout and/or escort. White knights will be elevated from a pointless job to a role that keeps gankers in check.

  6. Gank fleets will adopt new, interesting compositions instead of stacking catalysts, thrashers, brutixes or tornadoes depending on the task at hand. White knights will be a major concern when it comes to freighter ganking and as such, gank ships will be selected not just by offensive power, but also on other desirable PvP attributes such as tank, effective range, cap stability, etc.

  7. CONCORD in its current form, is such a dominating presence over the balance of HiSec aggression that CCP's options are limited when it comes to encouraging meaningful PvP and protecting the newbies. By divorcing CONCORD response from criminal activity, CCP have the option to make more impactful changes to much more specific aspects of HiSec aggression. For example, CCP is looking to remove intra-corp agression (safaris). With such a change, not only can safaris be essentially removed and genuinely better protect newbies in the process, we now have a unique situation where even trying to kill a corpmates marauder renders you flagged for combat to all - allowing neutrals to come to the assistance of the victim.

  8. Combined with CCP's intention to nerf safaris, the primary reason for remaining in NPC corps (effective immunity from legalised aggression) no longer exists. A major hurdle between new players and the ability to join a corp is destroyed.

  9. The relative nerf of freighters also becomes an indirect buff for low-end haulers. As such, new players have greater opportunities for profit as haulers, without having to increase the value of their hauls (and therefore risk).


[5.0] Drawbacks

  1. The transitionary period will see a drop in subscriptions. A chunk of the community simply will not want to engage in the sandbox or any form of open world PvP. Some of these players will likely settle for running smaller T1/faction ships. Some will simply quit. While a loss in subscriber revenue is obviously bad, I would submit that the vast majority that do quit fall broadly into the categories of players likely to quit, anyway - be it through lack of social interaction or frustration at losing their ships.

  2. Potential confusion about what ships can be attacked and what the consequences for those attacks are. This change adds another layer of complexity to an already complex game.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Hiasa Kite
Brutor Tribe
Minmatar Republic
#3 - 2015-01-09 01:11:29 UTC  |  Edited by: Hiasa Kite
[7.0] In Closing

I would like these changes to encourage new game play opportunities, and create an entire new metagame when it comes to HiSec piracy and the fight against it. I want to discourage players from feeling "bigger is better" and racing for those shiny battleships, while also creating potential for newbies to see that big ships aren't as scary to <1M SP characters in small ships as they might initially believe. I want to do this without making players feel like they're being forced out of safety. I'm hoping these changes will allow players to progress though content at a pace at which they feel most comfortable.

I want EVE Online to do a better job at retaining players who want to be a part of the sandbox, even if it means potentially alienating those who have no interest in it as I believe the long term pros will outweigh the short term cons.

I for one am excited about the possibility of the conflict that can arise between pirates and their enemies: white knights, PvE focused characters and the anti-ganking community. The latter parties may see a huge nerf to CONCORD, but the fate of HiSec is in turn, placed in their hands, greatly empowering them to inflict much greater damage to pirates.

Do you think these changes would help reach these goals? I'm very interested in constructive feedback on the matter.

Thank you very much to those of you that have read the entirety of my (James 315 length) post.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Anhenka
The New Federation
Sigma Grindset
#4 - 2015-01-09 01:38:56 UTC  |  Edited by: Anhenka
TLDR.

Also incoming shitstorm. There is no middle ground, there is no acceptable compromise when people on each side of the issue are dug in hard opinion wise.

This thread is almost certainly going to die a giant flaming ball of trolling and angry responses.


Edit: Read a bit. Are you seriously proposing no Concord response for all t2 ships, all BS's, and all freighters?

Bro you are batshit crazy.
Hiasa Kite
Brutor Tribe
Minmatar Republic
#5 - 2015-01-09 01:47:55 UTC
Anhenka wrote:
incoming shitstorm


Yeah, it's a touchy subject, I know. Hopefully it'll inspire some mature debate...

OK, Really hopeful. Ugh

Quote:
Bro you are batshit crazy.


http://img2.wikia.nocookie.net/__cb20140221195002/infamous/images/6/65/Happy-oh-stop-it-you-l_large.png

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Paranoid Loyd
#6 - 2015-01-09 01:48:47 UTC  |  Edited by: Paranoid Loyd
Anhenka wrote:
Bro you are batshit crazy.
Pretty much this.

You either need to clarify your logic or scrap that wall of text. What you wrote doesn't make much sense.

Pass that dutchie this way and then it might make sense. Blink

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Hiasa Kite
Brutor Tribe
Minmatar Republic
#7 - 2015-01-09 01:55:37 UTC
Paranoid Loyd wrote:
What you wrote doesn't make much sense.

Where have I been unclear?

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#8 - 2015-01-09 02:08:14 UTC
The justification here seems highly counter intuitive. Much like rules on greifing new players and NPC corp aggression rules this would build false expectations to be shattered the moment a player steps out from the arbitrary but less than obvious protections, likely magnifying any negative reactions. Add the fact that the unprotected tools both require greater isk investment and have lower recuperation upon loss with insurance and you have the perfect ragequit.

That said new players transitioning to veterans are only a small portion of the affected, so not really sure how much that matters. I seriously doubt the reality of antipiracy naturally evolving in large part due to it's failure to form any significant presence in game so far when the option exists. Even retaliation is unlikely as targets can shield themselves with cheap T1 ships behind concord protection.

Actually leaving cheap T1 ships protected makes a gankers paradise. Focused, low SP characters become able to prey upon expensive targets without consequence or restriction while their targets can only be reactive to aggression. Adding logistics further worsens this proposition.

Indeed, lowsec becomes more attractive for unprotected ships as it's the only place those ships are defensively on even ground.
Paranoid Loyd
#9 - 2015-01-09 02:10:41 UTC
It's not that it's unclear, it's actually pretty well written. Tyberius pretty much summed up why it makes no sense.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Donnachadh
United Allegiance of Undesirables
#10 - 2015-01-09 02:35:34 UTC
Not only -1 but -1 one a thousand times over. Of all the crazy ideas I have seen posted here this is perhaps the craziest of them all.
The others have called you batshit crazy but to be honest that really does not even begin to explain how bad an idea this is.

The good parts to this?
Damn there has to be one somewhere, wait read it again.... OK read it again and there are still no good parts but he says this would be good for the game so there has to be a good part hidden there somewhere so read again.
OK read it again, oh wait there hidden in wall o text there is the good part. Of course it is only good for the suicide gankers but I am sure they will love this idea after all it would allow them to blow up whatever they want, whenever they want, wherever they want with no Concord response. Yep I knew there had to be a good side in there somewhere. Smile

OK I had my fun so time to get serious.

In my experiences it is not losing those cheap ships you want to protect that causes newer player to leave, it is losing that first BS that they spent months scraping up the ISK to buy. But then your proposal does not offer them any protections because they can now fly a BS so -1.

Many mission runners have ships that top 1.5 bil to 2 bil and you offer them no protections from gankers? You must have never been caught by gankers in a mission ship, even a crazy, stupidly hard tanked lvl 4 mission BS will go down to the gank squads eventually the only thing that prevents most of them from beinf desroyed is that your tank allows you to last until Concord gets ther to punish the "law breakers". Not to mention the the ISK value of lvl 4 mission and Incursions ships would make them prime targets so -1.

EVE is a game of choices/actions and consequences for those choices/actions. This idea completely removes the consequences from suicide ganking so again it gets a -1.

If you want the wild west where there is no "law" to protect you or punish those who would violate the law then go play in low sec everything you want is already there.
To mare
Advanced Technology
#11 - 2015-01-09 02:58:18 UTC
i like the idea but it`s never gonna happen because alot of ppl wil cry and ragequit.
and even if this was a thing going to pass i think all kind of industrial ships should be protected, i see the point of big combat ships and T2 combat ships being not protected by concord but the idustrial ships should be protected.
Hiasa Kite
Brutor Tribe
Minmatar Republic
#12 - 2015-01-09 03:11:42 UTC
Tyberius Franklin wrote:
The justification here seems highly counter intuitive. Much like rules on greifing new players and NPC corp aggression rules this would build false expectations to be shattered the moment a player steps out from the arbitrary but less than obvious protections, likely magnifying any negative reactions. Add the fact that the unprotected tools both require greater isk investment and have lower recuperation upon loss with insurance and you have the perfect ragequit.


The logic behind the suggestion is an "obvious deterrent" strategy. Any item in this game has a plethora of stats that we need to consider when deciding whether or not we want to use it. A new player, particularly one that has played other MMOs will see the exponentially higher price tag and assume that it comes with exponentially greater advantages. After all, basic stats such as fire rate, damage, shield capacity, etc are easy to understand as the basic concept of damage dealing and tank exists in pretty much every MMO. For example, Antimatter charges have a raw damage profile of 7/5, 14/10 and 28/20 as you step up through weapon sizes. That should mean those bigger ships are exponentially better too, right?

We both know that's not how it works. Any veteran will quickly point out the significance of tracking speed and signature radius, making those weapons much less effective versus smaller ships. The information exists and is readily available for the player, but newbros are much less likely to understand their impact.

By creating a scenario where you have a highlighted message stating you'll no longer benefit from CONCORD protection in such ships you've created a massive, glowing sign with foghorns for additional emphasis that if you don't think you can survive in LowSec in such a ship, you've got no chance in HiSec, either. By making it painfully obvious that these more expensive, more advanced and technically more powerful ships come with a very obvious downside, any player that actually comprehends the warning will reassess whether or not they want to race to that battleship.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Hiasa Kite
Brutor Tribe
Minmatar Republic
#13 - 2015-01-09 03:14:43 UTC
Tyberius Franklin wrote:
I seriously doubt the reality of antipiracy naturally evolving in large part due to it's failure to form any significant presence in game so far when the option exists.


I'm inclined to disagree. In that there isn't any option for antipiracy. Not retaliatory, anyway. "White knights" in their current form are a useless, albeit noble, player subset in the game. It is inordinately difficult to protect a player that has made a bad decision. The AFK Mackinaw, the autopiloting freighter with a 5B ISK cargo are victims which cannot be protected. You know these players are doomed to die, but you can't know when and ganks are lightning fast, typically over in about 20 seconds. Anyone trying to protect a neutral playing suboptimally faces a task which creates hours of boredom, yet demands fast reactions, not to mention the risk of losing your own ship in the process.

Currently, by far and away the most effective way to hurt gankers is to simply not make yourself a target. Fit modestly, fly ships that you can fly competently, fly the appropriate ship for the job, fit a tank, create & use bookmarks, use d-scan and other intel tools, make friends, form fleets etc. Each and every one of these methods are preventative and demand knowledge from the victim before they're ganked and more significantly: defenders/white knights simply are not part of this equation. The best any antipiracy group can do is simply educate newer players on what ships to fly and how to best fit them for survival.

In an attempt to keep my OP somewhat concise (believe it or not), I didn't expand all that much on the implications white knights and defence fleets I expect will have on ganking activity. This in itself is a massive discussion, so I'll try to keep it brief. I'll also focus on freighter ganking - again, to keep this (relatively) brief.

First and foremost: Freighters can't be bumped. This instantly destroys the possibility of having a neutral ship effectively keep a target pointed indefinitely. This means that a fleet cannot remain safely docked and "x up" when an opportunity presents itself. The most effective method is to have the fleet wait for a target on grid. This greatly impacts the viability of ships not under CONCORD protection, sitting on grid with <-5 sec status not only leaves you vulnerable to unwanted PvP but also forces you to deal with FacPo - this is not acceptable. Career pirates will be forced to routinely keep their sec status above -4.5 just to gank in 0.5 sec systems (an operational cost). There is however, no way to escape the consequences of properly managed kill rights. Any white knight can use the kill rights available to him to harass gank fleets while in a T1 cruiser (thus protected by CONCORD). The white knight is free to engage the pirates one at a time at his leisure while the pirate's fleet mates are powerless to act. This massively skews fights in the white knight's favour.

As a result, gank fleets should move away from large numbers of disposable catalysts, just as much as I expect them to move away from alpha tornadoes. Instead, I expect to see a proliferation towards well rounded T1 cruiser fleets. Of course, seeing as gank ships aren't necessarily lost in a gank, HiSec pirates may instead opt for MJD-equipped BSes or possible speedy T2 variants.

When faced with more powerful pirates in bigger, more advanced ships, white knights have the option of forming small fleets. I expect the end result is interesting, exciting small-gang warfare between the good and evil residents of HiSec - a prospect I find most exciting.

Side note regarding kill rights. I've seen suggestions that killrights should remain active until the pirate loses the value of his victims' ships. With these changes to CONCORD, a pirate is much more inclined to keep his ship - as such, kill rights can become a much more powerful counter measure. Combine that fact with buffed kill rights and you ensure that the pirate will face long term consequences for his evil deeds.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Hiasa Kite
Brutor Tribe
Minmatar Republic
#14 - 2015-01-09 03:18:43 UTC
Tyberius Franklin wrote:
Even retaliation is unlikely as targets can shield themselves with cheap T1 ships behind concord protection.

Actually leaving cheap T1 ships protected makes a gankers paradise. Focused, low SP characters become able to prey upon expensive targets without consequence or restriction while their targets can only be reactive to aggression. Adding logistics further worsens this proposition.

Properly managed killrights. They're somewhat pointless to current HiSec gankers, but if I'm right about the impact on the meta, they should become much more useful. Particularly so for white knights that make a point of encouraging gank victims to sell/donate kill rights to them so they can force fights from career gankers.

Quote:
Indeed, lowsec becomes more attractive for unprotected ships as it's the only place those ships are defensively on even ground.

Which is part of the goal of these changes - to encourage, not force players to explore other aspects of the game.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#15 - 2015-01-09 03:25:14 UTC  |  Edited by: Tyberius Franklin
Hiasa Kite wrote:
Tyberius Franklin wrote:
The justification here seems highly counter intuitive. Much like rules on greifing new players and NPC corp aggression rules this would build false expectations to be shattered the moment a player steps out from the arbitrary but less than obvious protections, likely magnifying any negative reactions. Add the fact that the unprotected tools both require greater isk investment and have lower recuperation upon loss with insurance and you have the perfect ragequit.


The logic behind the suggestion is an "obvious deterrent" strategy. Any item in this game has a plethora of stats that we need to consider when deciding whether or not we want to use it. A new player, particularly one that has played other MMOs will see the exponentially higher price tag and assume that it comes with exponentially greater advantages. After all, basic stats such as fire rate, damage, shield capacity, etc are easy to understand as the basic concept of damage dealing and tank exists in pretty much every MMO. For example, Antimatter charges have a raw damage profile of 7/5, 14/10 and 28/20 as you step up through weapon sizes. That should mean those bigger ships are exponentially better too, right?

We both know that's not how it works. Any veteran will quickly point out the significance of tracking speed and signature radius, making those weapons much less effective versus smaller ships. The information exists and is readily available for the player, but newbros are much less likely to understand their impact.

By creating a scenario where you have a highlighted message stating you'll no longer benefit from CONCORD protection in such ships you've created a massive, glowing sign with foghorns for additional emphasis that if you don't think you can survive in LowSec in such a ship, you've got no chance in HiSec, either. By making it painfully obvious that these more expensive, more advanced and technically more powerful ships come with a very obvious downside, any player that actually comprehends the warning will reassess whether or not they want to race to that battleship.
That logic still bears issues. The suggested rule change significantly compounds the gravity of the issue FOR THE LOSS OF CONCORD PROTECTION ONLY. It still leaves the actual performance differences to be discovered the same as now, and makes that discovery more likely to end in loss.

That also assumes such a warning doesn't deter both old and new players to simply cease all usage of ships outside of protection, especially those who are already asocial and have little need of specialized roles. when Gilas in level 3's become the new focus due to machs in level 4's being deathtraps leaving the same isolation for vets and pitfalls for new players as the popularity/prices of protected ships increases, what can we say we've really accomplished?

Quote:
Which is part of the goal of these changes - to encourage, not force players to explore other aspects of the game.
Force and encourage are fundamentally the same here. Making something prohibitive to use is similar enough to a mandate for most purposes to realistically say there is no choice, which is the same as being forced. What hasn't been explained is why effective loss of choice is a good thing.
Hiasa Kite
Brutor Tribe
Minmatar Republic
#16 - 2015-01-09 03:38:52 UTC
Donnachadh wrote:
Many mission runners have ships that top 1.5 bil to 2 bil and you offer them no protections from gankers?

There's no such thing as an ISK tank.

Quote:
You must have never been caught by gankers in a mission ship, even a crazy, stupidly hard tanked lvl 4 mission BS will go down to the gank squads eventually the only thing that prevents most of them from beinf desroyed is that your tank allows you to last until Concord gets ther to punish the "law breakers". Not to mention the the ISK value of lvl 4 mission and Incursions ships would make them prime targets so -1.

So, why not take that expensive battleship to a quiet area of HiSec or even into low? You can maintain your current income this way as long as you're paying at least some attention to local. D-scan and pre-aligning will also be immensely useful should you spot a potential hostile. Encouraging players to learn and adapt

If this change to your play style isn't to your liking and you like the protection CONCORD offers, continuing to run level 4's in a cruiser with some friends is also an option. Encouraging players to form social bonds to overcome adversity

Alternatively, you could use a single cruiser to run level 3 missions instead. Your income is lower, but you don't have to deal with people, friend or foe, nor do you have to worry so much about protecting yourself. Encouraging players to live within their means

Quote:
EVE is a game of choices/actions and consequences for those choices/actions. This idea completely removes the consequences from suicide ganking so again it gets a -1.


It is also a game that revolves around player driven conflict. Instead of a magical police force denying content for both evil and good characters alike, these changes promote a HiSec where players are better equipped to deliver justice and escape it.

Remember: An intended consequence of these changes is to encourage gankers to fly more expensive ships while simultaneously creating opportunities for good guys to bring them to justice. This will have a far greater impact on gankers than any police force ever could.

Of course, you could disagree that the meta will shift in the way I describe. In which case I'm eager to hear why you disagree.

Quote:
If you want the wild west where there is no "law" to protect you or punish those who would violate the law then go play in low sec everything you want is already there.


These changes aren't for my personal benefit. They're intended to create more game play opportunities while also improving player retention.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#17 - 2015-01-09 03:58:57 UTC
Hiasa Kite wrote:
There's no such thing as an ISK tank.
---
So, why not take that expensive battleship to a quiet area of HiSec or even into low? You can maintain your current income this way as long as you're paying at least some attention to local. D-scan and pre-aligning will also be immensely useful should you spot a potential hostile. Encouraging players to learn and adapt

If this change to your play style isn't to your liking and you like the protection CONCORD offers, continuing to run level 4's in a cruiser with some friends is also an option. Encouraging players to form social bonds to overcome adversity

Alternatively, you could use a single cruiser to run level 3 missions instead. Your income is lower, but you don't have to deal with people, friend or foe, nor do you have to worry so much about protecting yourself. Encouraging players to live within their means
---
It is also a game that revolves around player driven conflict. Instead of a magical police force denying content for both evil and good characters alike, these changes promote a HiSec where players are better equipped to deliver justice and escape it.

Remember: An intended consequence of these changes is to encourage gankers to fly more expensive ships while simultaneously creating opportunities for good guys to bring them to justice. This will have a far greater impact on gankers than any police force ever could.

Of course, you could disagree that the meta will shift in the way I describe. In which case I'm eager to hear why you disagree.
---
These changes aren't for my personal benefit. They're intended to create more game play opportunities while also improving player retention.
I've yet to see it explained how this will get gankers into anything expensive. Gankers can and will use any benefit, including selective protection, to their advantage. One such advantage in using protected ships is immunity to disruption. A hostile force wishing to white knight still cannot freely engage if they use the ships you want concord to respond to.

On the other hand you seem to simply discount risk evaluation. you speak of quiet corners for running missions, but with level 4 agents in static locations and clear indications of where activity occurs through tools like dotlan you can bet your quiet system won't stay that way for long. Especially when aggressors can move freely to you without risk by again using still concord protected tools.

The reason there is doubt of your conclusions becoming reality is that your conclusions count on people doing things that are not the easiest safest and smartest way to act for no reason other than the idea that they could.
Hiasa Kite
Brutor Tribe
Minmatar Republic
#18 - 2015-01-09 04:02:55 UTC
Tyberius Franklin wrote:
That logic still bears issues. The suggested rule change significantly compounds the gravity of the issue FOR THE LOSS OF CONCORD PROTECTION ONLY. It still leaves the actual performance differences to be discovered the same as now, and makes that discovery more likely to end in loss.

This is certainly the least desirable of the two basic possibilities. However, ship loss is a part of the game. How long would a player who overinvests in his ships while not being prepared or willing to protect said investment that ragequits over the loss of said investment be a part of the game, anyway?

Quote:
That also assumes such a warning doesn't deter both old and new players to simply cease all usage of ships outside of protection, especially those who are already asocial and have little need of specialized roles. when Gilas in level 3's become the new focus due to machs in level 4's being deathtraps leaving the same isolation for vets and pitfalls for new players as the popularity/prices of protected ships increases, what can we say we've really accomplished?

Once again, this is a worst case scenario. Instead of seeing these changes as an invitation to make friends or engage in other areas of the game, they simply opt for the path of least resistance.

This is worst case scenario, but is it worse than the situation we're in already?

Quote:
Force and encourage are fundamentally the same here. Making something prohibitive to use is similar enough to a mandate for most purposes to realistically say there is no choice, which is the same as being forced.

Forcing players to change would be to remove level 4 missions in HiSec. Forcing change would be to strip all HiSec asteroid belts of roids with more than one strip miner cycle's worth of ore. Forcing players to change would be to put a strict time limit on their eligibility for CONCORD protection - "Older than 3 months? No CONCORD for you!"

Encouragement is to give players a choice. Want to run the same content with cruisers? Bring friends. Want to solo L4 missions, find a quiet corner of space and use the intel tools available to you - also, make some friends will help. Not happy with either of those? Run L3's in a Gila.

Remember: You're neither forced to leave HiSec, nor face the full brutality of the game with these changes. You're not on any timer, you can progress through content and learn the game's mechanics at whatever pace suits you.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Hiasa Kite
Brutor Tribe
Minmatar Republic
#19 - 2015-01-09 04:09:13 UTC
Tyberius Franklin wrote:
I've yet to see it explained how this will get gankers into anything expensive. Gankers can and will use any benefit, including selective protection, to their advantage. One such advantage in using protected ships is immunity to disruption. A hostile force wishing to white knight still cannot freely engage if they use the ships you want concord to respond to.

4th, 5th, 6th & 7th paragraphs.

Quote:
On the other hand you seem to simply discount risk evaluation. you speak of quiet corners for running missions, but with level 4 agents in static locations and clear indications of where activity occurs through tools like dotlan you can bet your quiet system won't stay that way for long. Especially when aggressors can move freely to you without risk by again using still concord protected tools.

And when they come, you can't switch to a L3 mission running ship? What about moving on to new pastures? What about working as a team to kick the would-be pirate until he gets the message he'll face no quarry there?

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Colette Kassia
Kassia Industrial Supply
#20 - 2015-01-09 04:16:53 UTC
Hmm.. Great idea, but it's never gonna happen.

It's well thought out form a game mechanics perspective. But remember that CCP is never going to do anything that can't be rationalized in a role-playing mindset. You'd have to cook up an incredibly contrived backstory explaining why you can shoot some kinds of ships, but not other kinds of ships.
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