These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Changes to increase pvp interactions in high sec

First post
Author
Kaarous Aldurald
Black Hydra Consortium.
#21 - 2015-01-12 14:53:36 UTC
Honestly, I question why facpo continues to exist in the first place. If there is anything holding back player interaction between neg sec status players in highsec and everyone else, it's that.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#22 - 2015-01-12 15:32:22 UTC
Because not many people do engage in that kind of fights in High sec, and those who do can go to Low sec.

Why should that be changed? Only a very minor percentage of the players would benefit of the removal of teams facpo, therefore it can stay.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Sabriz Adoudel
Move along there is nothing here
#23 - 2015-01-12 23:20:38 UTC
As for the comment about 'if you want to PVP go outside highsec' - more real-loss PVP happens in the Jita system than any other system in the game. And that's not even counting starship combat that happens in Jita. Highsec players that seek to avoid starship combat PVP still leave a considerable mark on the sandbox, and must accept that some of the people their actions hurt will seek revenge - sometimes through 0.01 ISK wars, sometimes through ganking.

For instance, Red Frog's actions (prior to my alliance turning on freighters) seriously reduced the price of hauling. An independent hauler can turn to sponsoring ganking as a way to seek recourse. Starship combat PVP to intervene in market PVP.



On the OP's suggestion.

I broadly like the idea but dislike the numbers. Having more options for players to form meaningful defense fleets to defend both friendly and neutral non-combat ships would add conflict to the game.

On the numbers, however. -2.0 is easy to accidentally hit. A rookie that accidentally shoots a player pod (not destroying it) in their rookie system would probably hit -2.0 and become basically permanently suspect flagged until they get above -2.

I'm curious as to how this would play out with -3.0 being the cutoff for permanent suspect flag, a lighter Facpo response at -5.0 (no scramming but they do shoot you), and a heavier Facpo response, with scramming and EWAR, at -8.0.

I support the New Order and CODE. alliance. www.minerbumping.com

DJ FunkyBacon
Rabid Ninja Space Monkey Inc.
Monkeys with Guns.
#24 - 2015-01-13 00:20:35 UTC
Not bad suggestions at all. I like.

Radio Host, Blogger, Lowsec Resident, PvP Afficionado.

funkybacon.com - Blog

FunkyBacon on Twitter

Nevyn Auscent
Broke Sauce
#25 - 2015-01-13 00:31:30 UTC
Effects of these changes.
Sec status change. Pretty much nil. Anyone who cares about their security status can keep it above 0 anyway, anyone who doesn't will be below -5. This actually makes life harder for Low Sec residents while doing nothing to significantly affect ganking.

Shortening Criminal Timer. Lets them gank more often in the same play time, significantly increasing loses to (as mentioned almost unstoppable) ganks in the choke points.

Making LE longer than criminal timer. Allows killing of people who shot at a criminal after the criminal timer expires, meaning no-one else can help them fight against said ganker anymore. Meaning the 'good guys' have to dock up and can only respond to every second or third gank.

I really don't like this list of changes, it's far too abusable by gankers and actually gives them far more of a free run. And won't encourage more open style PvP. Just more ganking.
290xanaots
School of Applied Knowledge
Caldari State
#26 - 2015-01-13 00:41:27 UTC
I strongly disagree that anything needs to change. The status quo is very much balanced.

Quote:
1. If your fleet includes players that are below -5 security status, faction police makes it nearly impossible to gank a tanked, escorted and alert target in high security space.


This is exactly as it should be. An alert, escorted, scouted freighter should get past the gankfleet 90+% of the time unless the gankers are above -5 and thus willing to sacrifice the ability to repeatedly kill freighters in this way. -10 is currently a handicap that allows all but the most AFK/careless freighters through.

Quote:
Unfortunately for them, it is nearly impossible to prevent a ship from dying unless the ship's pilot is willing to plan ahead and take steps to ensure his safety.


This is not an unfortunate thing. If a player is not willing to take his safety into his own hands, no number of 'White Knights' should be able to undo his stupidity. This, again, is working exactly as it should be.

As for making White Knighting more entertaining, why does it need to be entertaining? If it's not fun, don't do it. Not every conceivable action in Eve needs to be fun. The cool thing about emergent gameplay is that players will find ways to do things never conceived of by the devs. Devs need not ensure that every possible action is as fun as another.
Sabriz Adoudel
Move along there is nothing here
#27 - 2015-01-13 00:47:29 UTC  |  Edited by: Sabriz Adoudel
Nevyn Auscent wrote:

Making LE longer than criminal timer. Allows killing of people who shot at a criminal after the criminal timer expires, meaning no-one else can help them fight against said ganker anymore. Meaning the 'good guys' have to dock up and can only respond to every second or third gank.


BeBop and I were discussing this a while back, and I think we floated the idea of Crimewatch invoking a 10 min red card for ganking, but with a concurrently issued 20 or 30 minute yellow card. So it continues 10-20 min after the red card expires.

That alternative would address this concern. If I gank (or fail to gank) Fred McHauler and escape in my pod, then undock as soon as off redcard, Fred, his alts, mercenaries hired by him or just people offended that I attacked Fred can seek revenge.


Also please don't call ganks in choke systems 'almost unstoppable'. They are nothing of the sort. Every gank of a noncombat ship begins with significant, avoidable mistakes by the noncombat ship, such as 'Oh look, Uedama has had 160 kills in the last hour, I'm going to fly my freighter through there without a scout, rather than the lowsec alternative route'.

I support the New Order and CODE. alliance. www.minerbumping.com

Zappity
New Eden Tank Testing Services
#28 - 2015-01-13 01:25:28 UTC  |  Edited by: Zappity
I like the package. I would prefer that the shortened criminal timer decayed to a normal length suspect timer. This would definitely encourage white knighting because you could respond to a gank without having been part of it.

Edit: yes, what Sabriz said above.

Zappity's Adventures for a taste of lowsec and nullsec.

BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#29 - 2015-01-13 01:29:07 UTC
Zappity wrote:
I like the package. I would prefer that the shortened criminal timer decayed to a normal length suspect timer. This would definitely encourage white knighting because you could respond to a gank without having been part of it.

Edit: yes, what Sabriz said above.

The other advantage of this would be the fact that the ganker would be at a disadvantage if attempting to take advantage of their limited engagement timer. This is a good suggestion.

Founder of Violet Squadron, a small gang NPSI community! Mail me for more information.

BeBopAReBop RhubarbPie's Space Mediation Service!

Gregor Parud
Imperial Academy
#30 - 2015-01-13 01:53:37 UTC
Nevyn Auscent wrote:
Effects of these changes.
Sec status change. Pretty much nil. Anyone who cares about their security status can keep it above 0 anyway, anyone who doesn't will be below -5. This actually makes life harder for Low Sec residents while doing nothing to significantly affect ganking.

Shortening Criminal Timer. Lets them gank more often in the same play time, significantly increasing loses to (as mentioned almost unstoppable) ganks in the choke points.

Making LE longer than criminal timer. Allows killing of people who shot at a criminal after the criminal timer expires, meaning no-one else can help them fight against said ganker anymore. Meaning the 'good guys' have to dock up and can only respond to every second or third gank.

I really don't like this list of changes, it's far too abusable by gankers and actually gives them far more of a free run. And won't encourage more open style PvP. Just more ganking.


This.

The proposal will not change anything significantly at all while actually making it easier to gank more often and to get more lol kills against people who shot the ganker.
Donnachadh
United Allegiance of Undesirables
#31 - 2015-01-13 02:25:56 UTC
-1
Will not have the intended affects on high sec PvP. Unless your definition of PvP is suicide ganks.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#32 - 2015-01-13 04:12:17 UTC
The short length of LE timers is a real problem. It results in situations where engagements that by all rights had ought to escalate simply end because the involved parties lose the ability to shoot at each other.

The current crimewatch system wasn't exactly well implemented and the duration of LEs is just nonsensical. Presumably it's an artifact of Greyscale's "**** gameplay we must reduce server load" approach to the design of crimewatch.

It would be super cool if we could get that thing upped to 15 minutes. You know, like every other timer in the game.
McChicken Combo HalfMayo
The Happy Meal
#33 - 2015-01-13 04:24:08 UTC  |  Edited by: McChicken Combo HalfMayo
As much as I would love to see a reduced criminal timer, I wouldn't hold my breathe. It's a buff ganking proposition in a nerf ganking world. Shorter criminal timers will directly equate to more ganks.

Longer LE timers would be a lot of fun, but it doesn't make very much sense. The anti-ganker is playing hero. He is assisting CONCORD in dealing with a capsuleer who committed a criminal act. The LE timer for shooting a criminal who's ship is flagged for Concordokken should be 0.

Vic Jefferson wrote:
What do you think of this set of changes?

1)Eliminate faction police response for negative security status entirely. They only respond to bad faction standings or opposing militia presence.

2)Sec Status below the current Faction police thresholds prohibits docking, boarding a ship, or using an orca in the system.

3)Eliminate the CONCORD timer entirely, as soon as you can reship after a gank, you can gank again.

Basically, if you are a real criminal, you can reship in Low Sec and begin causing chaos again as soon as you make it back to Hi Sec - the fifteen minute timer does nothing for gameplay at all, but there is now real risk introduced into getting your ganking fleet to the target. Intuitively, it would seem more exciting for actual scuffles to erupt on the edges of Hi Sec for access to the softer targets than just letting endless waves of catalysts pop out of stations. More risk, but you could definitely gank more things.

The first idea gets absolute support from my end.

The second idea eliminates most of the benefits from the first idea. Prohibit docking? Maybe. The other two? No.

Let's find a middle ground on the third idea. The criminal timer makes CONCORD behave like current faction police. You can warp around in a new ship but they will hunt you until the timer is completed.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#34 - 2015-01-13 05:52:38 UTC
I should add that the only reason I'm advocating a reduction to Criminal timers is that a 20 minute limited engagement timer sounds excessive.

Founder of Violet Squadron, a small gang NPSI community! Mail me for more information.

BeBopAReBop RhubarbPie's Space Mediation Service!

Tear Jar
New Order Logistics
CODE.
#35 - 2015-01-13 06:12:25 UTC  |  Edited by: Tear Jar
BeBopAReBop RhubarbPie wrote:
Frostys Virpio wrote:
Isn't that just pushing your sec status bottom limit a bit further down making you face the same issue but ~2 points lower than right now?

Currently facpo begins spawning at -2.0 and scales to -4.5 and at -5 any player may shoot at the criminal.
I want to move the ability to be shot at by other players up to -2.0, and drop the faction police penalties by 0.5 at each sec status to begin at -2.5 and scale to -4.5. Honestly, faction police is a far far harsher penalty that being able to be shot at by other players, and it makes no sense to have it stifle player interaction by having it at higher sec statuses than allowing players to shoot at each other.

Hell I could live with a complete reversal of the current mechanics with a scaling sec status for players being able to shoot you, and facpo in all systems at -5. All I really want is a zone of sec status where players that want to stop my actions can, but where I don't have to deal with faction police.

As for the sec status limit, my suggestion lowers it by 0.5 over what it is now, which at the values we're talking about is 2-3 ganks or so if I don't kill any pods.


I would love to see faction police completely removed and replaced.

Faction police is a terrible game mechanic. It severely limits player interaction AND its completely passive. The effect on ganking itself is marginal. If someone wants to run around missioning and exploring in a -10 ship that every player can shoot at, that's something CCP should encourage. Players could actually hunt "pirate scum" because some of us would leave station to do stuff other than gank. As it is, there is little room for "mistakes" with faction police, because its a guaranteed "you lose your ship" function. Addressing faction police is just trying to polish a turd.

Instead, give players active tools to deal with criminals. A criminal only bubble would be great, because now the white knights know where we will be(destroying that bubble, which gives a suspect timer if attacked!). Now we have to fight them off if we want to leave.
Cancel Align NOW
Farming Collective of Mould
#36 - 2015-01-13 06:28:53 UTC
I like your ideas OP. In regards to LE timers, I would suggest scaling them with a system similar to Jump Fatigue - longer first timer with a lower acceleration rate.
Tear Jar
New Order Logistics
CODE.
#37 - 2015-01-13 06:31:34 UTC
Rivr Luzade wrote:
Why the buff to PVP in High sec to begin with? Go to Low sec and Null sec. That's where you can PVP to your heart's content with no NPCs interfering with you, especially if you are a pirate. Why buff PVP in an area of space that puts severe limitations to your activity and that would require significant changes (ie. turned into Low sec) to accommodate your activities. Why should people even come back from Low sec to PVP in High sec when PVP outside Duels, Wars and by shooting criminals/pirates is an illegal activity and should remain so, and when you have to resort to timers and screwed tactics which obviously don't satisfy you in order to get PVP? Why don't people make Low sec and Null sec more active and keep PVP in High sec with all its limitations and frustration to a minimum? Why is it that people constantly want to go back to High sec to PVP there in safety instead of the vast areas of space where they can PVP without interference from the unloved NPCs?


For one, you can actually be a pirate in highsec(and I mean that in the original sense of the word). No capitals or cynos. So people who want to haul things actually move it. Haulers provide fun targets and they can to use intel tools/friends/alts to help them out. And Concord provides a higher level of safety for people looking to just earn isk.

This has a lot of potential, the problem is defenders have very few options for actually dealing with criminals. Its almost a solved game for us. NPCs do most of the work(ensuring they can't do anything other than gank in highsec) and the antiganking tools are limited to ewar or blapping, in which case you get a crappy 2-8m isk killmail every 15 minutes for your effort.

But if white knights could bubble our undock and we didn't have faction police camping, well then you would get proper fights. We would need to deal with those pesky bubbles and everyone could attack us while we did it. so we couldn't just undock catalysts.
BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#38 - 2015-01-13 06:41:23 UTC
Cancel Align NOW wrote:
I like your ideas OP. In regards to LE timers, I would suggest scaling them with a system similar to Jump Fatigue - longer first timer with a lower acceleration rate.

You mean scaling criminal timers in that way? That's an interesting thought. Would seriously throw a wrench into larger gank fleets.

Founder of Violet Squadron, a small gang NPSI community! Mail me for more information.

BeBopAReBop RhubarbPie's Space Mediation Service!

McChicken Combo HalfMayo
The Happy Meal
#39 - 2015-01-13 07:29:26 UTC
Camping gankers by stopping the instawarp undock is an interesting proposal. My worry is how a criminal bubble in empire would affect lowsec PVP pilots.

BeBopAReBop RhubarbPie wrote:
I should add that the only reason I'm advocating a reduction to Criminal timers is that a 20 minute limited engagement timer sounds excessive.

An LE timer that allows gankers to attack the anti-gankers like this is a bit strange though. It's CONCORD granting the ganker the right to attack a capsuleer without CONCORD intervention because the capsuleer helped CONCORD.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#40 - 2015-01-13 07:39:48 UTC
McChicken Combo HalfMayo wrote:
Camping gankers by stopping the instawarp undock is an interesting proposal. My worry is how a criminal bubble in empire would affect lowsec PVP pilots.

BeBopAReBop RhubarbPie wrote:
I should add that the only reason I'm advocating a reduction to Criminal timers is that a 20 minute limited engagement timer sounds excessive.

An LE timer that allows gankers to attack the anti-gankers like this is a bit strange though. It's CONCORD granting the ganker the right to attack a capsuleer without CONCORD intervention because the capsuleer helped CONCORD.

That's a fair point, however there is precedent for it in being able to return fire under suspect timers. As for criminal bubbles, I would love to see such a thing in low sec if gate/station guns were removed also. Any sort of player options are better than any sort of raw number check mechanics such as faction police and gate guns.

Founder of Violet Squadron, a small gang NPSI community! Mail me for more information.

BeBopAReBop RhubarbPie's Space Mediation Service!