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Redefining CONCORD

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Author
Mag's
Azn Empire
#61 - 2015-01-09 23:15:24 UTC  |  Edited by: Mag's
Hiasa Kite wrote:
Mag's wrote:
Sorry, but I have to say it's a no from me.

Concord although powerful, is I believe a necessary evil. It's reactive and punishing nature, acts as a balancing tool in high sec. What you suggest would IMHO, have a negative impact on high sec.

I'm very much interested in a ganker's opinions on this topic. If you don't mind, would you explain how you came to this conclusion?

Please note, while this idea removes CONCORDs influence, it is intended to greatly empower the "white knights" of HiSec and generally better equip players to fend off gank attempts, in addition to creating the opportunity for HiSec criminals to face the justice they deserve. In other words, I'm moving the "power" of HiSec policing from a magic, omnipotent NPC police force to a group of HiSec player heroes.
Some white knights you speak of, may take advantage of this. But many of those pilots I find talk the talk, but can't be arsed to walk the walk.

In other words, the only ones I see coming out well with this change would be gankers. We still enjoy the game, even with restrictions. In fact, they merely add to the game play for us. I do believe this is part of the reason why, we see so many whines about ganking and why it's seen as too easy. Your idea could act like a flood gate opening, so for that reason I say no thanks.

If you want to create more player on player content, then look at ways to get -10 players in space more in high sec. At the moment they sit in stations, due in most part to facpo.
But then removing that, also opens up a can of worms.

It's not an easy balancing act, that's for sure. Maybe remove facpo, but add another consequence to replace it? But I don't believe Concord needs a nerf.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Hiasa Kite
Brutor Tribe
Minmatar Republic
#62 - 2015-01-09 23:32:20 UTC
Mag's wrote:
If you want to create more player on player content, then look at ways to get -10 players in space more in high sec. At the moment they sit in stations, due in most part to facpo.
But then removing that, also opens up a can of worms.

This is the crux of the issue. We're both blaming NPC police forces for the problem, we're both aware they're detrimental to HiSec content creation; you point at FacPo, I point at CONCORD.

I've chosen CONCORD because FacPo can essentially be bought off with tags - they are literally reduced to an operational cost to any pirate who's strategy is impacted by them.

CONCORD however ensure the destruction of any ship involved in a criminal act. This forces HiSec gankers to use cheap, disposable ships with very high damage to down a target - now matter how formidable it may be in a very limited time frame. Gankers are forced to fly ships that have high alpha or DPS, but no PvP utility, making them useless in a "fair" fight. Gankers are forced to remain docked, with 100% safety until a gank target is identified. Ganks occur so quickly that defenders have little to no opportunity to force them to fail. Gankers have literally no reason to respond to the presence of a white knight, because they're currently useless (sometimes they do anyway, just for the lols).

CONCORD are very much the primary reason why anti-ganking simply doesn't work. They are the reason why people who do suffer significant losses to ganks literally have no recourse for revenge.

When I used to gank, my sole concern was CONCORD. I was never on grid for long enough for FacPo to ever be a concern, there was literally never any reason to.

This is one of the reasons why I proposed the change. HiSec is more dangerous for many players, CONCORD no longer magically swats pirates from the sky, but white knights become empowered and victims can be assured that their attackers' lives are being made much more difficult for being bad people in-game.

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

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#63 - 2015-01-09 23:32:23 UTC
admiral root wrote:
With even numbers you have a guy bumping a freighter until he gets bored, I guess. The freighter only gets ganked if he's brought friends.
So it's like activating a point on something while not firing on it. One is perfectly allowable, the other a GCC offense, hence the case for the imbalance. The act of ganking isn't part of the contention there, but that's off topic at this point and another conversation.

Hiasa Kite wrote:
I'll agree as this is a potential point of concern. I don't particularly want L3 mission running to become the defacto end-game because it offers the highest per-player income. However, this issue can be addressed with a balancing pass on LP rewards and NPC drops.

I'll concede this is a potential problem, but I believe it becomes more of a balance issue. The proposed change may be the cause, but I don't believe that the core idea is rendered unviable because of a need to rebalance PvE rewards.
Well, again, much like with how killrights in their current incarnation mitigate the gains of anti-ganking, current mission reward structures seem to limit the PvE gains of grouping. They both further expand the scope of this before it becomes a workable solution. In itself i don't see it achieving the ends desired.
Mag's
Azn Empire
#64 - 2015-01-09 23:48:46 UTC  |  Edited by: Mag's
Hiasa Kite wrote:
Mag's wrote:
If you want to create more player on player content, then look at ways to get -10 players in space more in high sec. At the moment they sit in stations, due in most part to facpo.
But then removing that, also opens up a can of worms.

This is the crux of the issue. We're both blaming NPC police forces for the problem, we're both aware they're detrimental to HiSec content creation; you point at FacPo, I point at CONCORD.

I've chosen CONCORD because FacPo can essentially be bought off with tags - they are literally reduced to an operational cost to any pirate who's strategy is impacted by them.

CONCORD however ensure the destruction of any ship involved in a criminal act. This forces HiSec gankers to use cheap, disposable ships with very high damage to down a target - now matter how formidable it may be in a very limited time frame. Gankers are forced to fly ships that have high alpha or DPS, but no PvP utility, making them useless in a "fair" fight. Gankers are forced to remain docked, with 100% safety until a gank target is identified. Ganks occur so quickly that defenders have little to no opportunity to force them to fail. Gankers have literally no reason to respond to the presence of a white knight, because they're currently useless (sometimes they do anyway, just for the lols).

CONCORD are very much the primary reason why anti-ganking simply doesn't work. They are the reason why people who do suffer significant losses to ganks literally have no recourse for revenge.

When I used to gank, my sole concern was CONCORD. I was never on grid for long enough for FacPo to ever be a concern, there was literally never any reason to.

This is one of the reasons why I proposed the change. HiSec is more dangerous for many players, CONCORD no longer magically swats pirates from the sky, but white knights become empowered and victims can be assured that their attackers' lives are being made much more difficult for being bad people in-game.
I honestly think nerfing Concord, would have a detrimental effect on high sec. Yes Concord is the main factor in suicide ganking, but the main reason for not hanging out or flying through high sec, is facpo.
With my experience, those of us who are -10, would take advantage of this idea and the other players would still not be acting. I see your intentions, but I think your conclusions are misplaced.

My reason for facpo, is that for years any travel I did through high sec, was either fit for quick warp, or small ship with that ability. With facpo removed, I do think we would see larger ships in high sec. Either passing through, or in groups. The difference is that the security would remain, but it could still offer opportunities for those who wish to shoot us.

It is of course, still conjecture on my part. But I strongly disagree with touching Concord as you suggest.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Hiasa Kite
Brutor Tribe
Minmatar Republic
#65 - 2015-01-10 00:13:38 UTC
Mag's wrote:
I honestly think nerfing Concord, would have a detrimental effect on high sec. Yes Concord is the main factor in suicide ganking, but the main reason for not hanging out or flying through high sec, is facpo.


FacPo doesn't impact a criminal's ability to fly through HiSec. In fact, the primary concern when it comes to HiSec travel is indeed other players. FacPo's only implication for a ganker is that he cannot sit on grid, not in a typical gank ship, anyway. However, as I've said, this can be dealt with by raising your sec status to the relevant level, making FacPo, at worst, an occupational cost.

Quote:
With my experience, those of us who are -10, would take advantage of this idea and the other players would still not be acting. I see your intentions, but I think your conclusions are misplaced.

It's possible, after all I can't guarantee that players are going to behave in any particular fashion. That said, anti-ganking is in a sorry state precisely because they cannot inflct any kind of meaningful damage to a ganker. Current ganker ships are typically too cheap & too fast and their effective power, too great to meaningfully combat. With these changes, I'd say there's a pretty good chance I'd become an anti-ganker precisely because I have opportunities to engage in meaningful open world PvP in HiSec (my main motivation essentially to support whichever group I felt was under-represented).

Quote:
With facpo removed, I do think we would see larger ships in high sec. Either passing through, or in groups. The difference is that the security would remain, but it could still offer opportunities for those who wish to shoot us.

But with such a change, what is a pirate's incentive to remain on grid?

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

Mag's
Azn Empire
#66 - 2015-01-10 00:24:59 UTC  |  Edited by: Mag's
Hiasa Kite wrote:


FacPo doesn't impact a criminal's ability to fly through HiSec. In fact, the primary concern when it comes to HiSec travel is indeed other players. FacPo's only implication for a ganker is that he cannot sit on grid, not in a typical gank ship, anyway. However, as I've said, this can be dealt with by raising your sec status to the relevant level, making FacPo, at worst, an occupational cost.

It's possible, after all I can't guarantee that players are going to behave in any particular fashion. That said, anti-ganking is in a sorry state precisely because they cannot inflct any kind of meaningful damage to a ganker. Current ganker ships are typically too cheap & too fast and their effective power, too great to meaningfully combat. With these changes, I'd say there's a pretty good chance I'd become an anti-ganker precisely because I have opportunities to engage in meaningful open world PvP in HiSec (my main motivation essentially to support whichever group I felt was under-represented).

But with such a change, what is a pirate's incentive to remain on grid?
Whenever I have flown through high sec, players were secondary in my thoughts. Sure there is a chance someone will try, but the main goal was fast warp and avoid facpo.

Yea you can raise your sec status to avoid facpo. But no one in their right mind does this, simply to hang around or gank in high sec. Yes there are those who hover in the -2 to -5 area that may do this, but -10 pilots tend to stay -10.

My point is your idea has the tail wagging the dog. We don't need free kills in high sec. I do not see other players except the gankers, benefiting from this change. They will still use cheap ships and not be in space, even after this change. Why? Facpo.

Let's turn your question on it's head. What at present is the incentive for -10 players to sit in ships in high sec?
And for that matter, would your idea give one, or would mine?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Steppa Musana
Doomheim
#67 - 2015-01-10 00:32:15 UTC  |  Edited by: Steppa Musana
Hiasa Kite wrote:
But with such a change, what is a pirate's incentive to remain on grid?

Fighting, especially in wardecs, but also baiting. And therefore on occasion losing to competent players, giving the victims and anti-gankers a way to actually get back at the gankers.

Facpo really needs to go. It's made ganking all math, no fun.
Hiasa Kite
Brutor Tribe
Minmatar Republic
#68 - 2015-01-10 01:11:54 UTC
Mag's wrote:
Whenever I have flown through high sec, players were secondary in my thoughts. Sure there is a chance someone will try, but the main goal was fast warp and avoid facpo.

Even without FacPo, you wouldn't take a ship of any real value on a long trip through HiSec because you risk losing it for no good reason.

Quote:
Yea you can raise your sec status to avoid facpo. But no one in their right mind does this, simply to hang around or gank in high sec. Yes there are those who hover in the -2 to -5 area that may do this, but -10 pilots tend to stay -10.

These are two different ganking strategies and both are viable.

Quote:
We don't need free kills in high sec.

Who said anything about free kills? There would certainly be a spike in ganks after the patch, but I expect players to adapt - to make a choice regarding how they wish to profit and survive.

Quote:
I do not see other players except the gankers, benefiting from this change. They will still use cheap ships and not be in space, even after this change. Why? Facpo.

Pirate tags.

Quote:
Let's turn your question on it's head. What at present is the incentive for -10 players to sit in ships in high sec?
And for that matter, would your idea give one, or would mine?

At present: None, but then, that's not what I'm trying to encourage. Sure, we could remove FacPo, but there's still no reason for pirates to remain on grid (aside from baiting).

An incentive to remain on grid cannot come from a lack of punishment. Instead, there must be a benefit. A change to CONCORD mechanics would mean that ALL* freighter pilots will bring a friend that will web them into warp, rendering the strategy of a bumpship + docked fleet ineffective. Instead, gank pilots would need to be present on grid to point a target as quickly as possible.

*Aside from statistic outliers

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

Mag's
Azn Empire
#69 - 2015-01-10 01:14:18 UTC
I give up. You don't see it, that's fine.

Good luck.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Mike Azariah
The Scope
Gallente Federation
#70 - 2015-01-10 01:30:30 UTC
Not supported.

m

Mike Azariah  ┬──┬ ¯|(ツ)

Lienzo
Amanuensis
#71 - 2015-01-10 03:38:33 UTC  |  Edited by: Lienzo
I would suggest opening a whole new civilian side of EVE.

For missions, it would mean rooms without a single red cross in them. You go in, you ferry things around. You help the white cross npcs do this or that. Repair stuff. Break into npc corp computers and steal secret things to gain standing with one group and drop it with others. Maybe the archaeology skill tree could be used for actually finding stuff rather than hacking redux.

Gurista or Sansha battleships have no business being in Caldari Prime, unless their is an incursion. We have WHs all over empire to facilitate day tripping against heavy rats, so we don't need them in empire most of the time. 95% of the npcs in empire need to be empire faction npcs.

So long as you stay near stations and gates in controlled space as well as npc controlled sites, the new player should have extremely strong allies. However, there should be strong financial incentives to stray from these sites and wander into the deeper stretches of asteroid belts. Such turrets could always fire on those who have most any kind of dubious flags simply to protect the commercial interests of those npc operators.

Docking or using other services should be highly affordable with the few factions to which a player can maintain high standing. Those in npc corps should have extremely high fees at non-school stations, making npc corp freighters incredibly cost prohibitive. It should be much harder to gain positive standing with a wide range of npc corps, even within the same nation. This helps limit alt logistics when you get to the tipping point of the costs outweighing losses over time.

Make a vast asteroid field and put a little npc servicing asset in the middle of it with npc turrets. Put standard ore around it. Next, take the improved forms of ore and expand their benefits from 10% refine bonuses to 50% and 100% refine bonuses. Put those off grid from the npc controlled sector. Obfuscate all d-scan results into and out of these belt zones. Out there is no Concord and no NPC turrets. Perhaps friendly (or not friendly) npcs could wander around with the same mechanics as Circadian Seekers in areas of npc controlled space. They could help or hurt based on their standings and the pure chance of being around.

The only time Concord would show up in empire, is if a ship is destroyed on a controlled grid, and the attacker successfully warps away. The gates and stations are then locked to you, and Concord chases you till you are blown up, even through downtime or logging off. The bulk of the work previously done by Concord is now done by faction navies.

War dec mechanics could be more granular, either affecting only however many constellations in which rights are purchased, with an exponential scaling on cost. The smallest scale of war declaration could be really cheap, like 10k isk. NPC turrets would still fire, but no flagging would result in the outer belts and sites, and no concord mechanic would be in effect.

How would lowsec look? Much the same, only with no concord pursuit mechanic, and much more combat npcs, better pve content and rewards, and with more manufacturing options than are available in empire, and cheaper fees on every possible service. NPC factions to which you have low standings will shoot on sight, and aggressing players in their sites will lower your standing with that faction. This makes roaming viable, but camping stations harder than roaming invisibly in belts.

NPC null looks like an inversion of empire/low, only with no flagging of any sort, except that which affects logoff timers. Sov null is basically what it is now, where players are totally dependent upon social player organization.
FireFrenzy
Cynosural Samurai
#72 - 2015-01-10 09:18:21 UTC
This seems like a very well thought out version of the argument...

As someone who splits his time more or less evenly between wormholes and highsec incursioning... (What wormholes are 90% boring as watching pings dry and the remaining 10% is awesome fights I'll get pinged for those 10%) Who the hell are you to tell me what i can and cannot do?

You and I play a different eve, thats AWESOME... I also play a different eve from the Marketeers and the freighter pilots. And a different eve YET from Lord Malador and Mittens, who in turn play a different eve from Chribba and whoever-is-in-charge-of-CODE. This is a strength... This is the biggest upside eve has IMO...

Also i read somewhere 71% off all pilots in EVE are highseccers, Now those guys might be "levelling their raven" and they might be content creators like the big incursion guy fleet commanders... Not sure if you'd thought of that part....
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#73 - 2015-01-10 10:56:35 UTC
Hiasa Kite wrote:
Mag's wrote:
Sorry, but I have to say it's a no from me.

Concord although powerful, is I believe a necessary evil. It's reactive and punishing nature, acts as a balancing tool in high sec. What you suggest would IMHO, have a negative impact on high sec.

I'm very much interested in a ganker's opinions on this topic. If you don't mind, would you explain how you came to this conclusion?

Please note, while this idea removes CONCORDs influence, it is intended to greatly empower the "white knights" of HiSec and generally better equip players to fend off gank attempts, in addition to creating the opportunity for HiSec criminals to face the justice they deserve. In other words, I'm moving the "power" of HiSec policing from a magic, omnipotent NPC police force to a group of HiSec player heroes.



No you ridea does not assist white knights.....gankers will still use things like the catalyst (t1 destroyer), brutix (t1 BC) and so forth.....being in the class of protected ships you cant shoot them before they start shooting you.

As to mission runners and so forth....especially incursion runners you just open up hell on them all....no more tengus and stuff like that being used.....not to mention t2 ships used in wardecs are opened up for unmitagated ganking as they travel by who ever.

-10 to this go back to nullsec
Hiasa Kite
Brutor Tribe
Minmatar Republic
#74 - 2015-01-10 14:14:56 UTC
Max Deveron wrote:
No you ridea does not assist white knights.....gankers will still use things like the catalyst (t1 destroyer), brutix (t1 BC) and so forth.....being in the class of protected ships you cant shoot them before they start shooting you.

This has been explained several times.

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