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Conflict. Opportunity. Destruction. Excitement.... Sabriz for CSM10

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Author
Feyd Rautha Harkonnen
Doomheim
#221 - 2015-01-21 18:56:26 UTC

I would like every CSM candidate to confirm (or reject) support of the idea of applying the following statement to all future proposed changes to EvE mechanics:

"If the proposed change to game mechanics is expected to reduce conflict, it should be rejected. If the proposed change will increase conflict, it should be embraced"

Simple yes or no, without equivocation or weasel words. With that one answer voters can have revealed to them who will truly protect the sandbox, and who will let one slip past the goalie one day and harm it.

Sabriz?

F

Sabriz Adoudel
Move along there is nothing here
#222 - 2015-01-21 21:36:12 UTC
Feyd Rautha Harkonnen wrote:

I would like every CSM candidate to confirm (or reject) support of the idea of applying the following statement to all future proposed changes to EvE mechanics:

"If the proposed change to game mechanics is expected to reduce conflict, it should be rejected. If the proposed change will increase conflict, it should be embraced"

Simple yes or no, without equivocation or weasel words. With that one answer voters can have revealed to them who will truly protect the sandbox, and who will let one slip past the goalie one day and harm it.

Sabriz?

F



I agree with your quote with only very minor reservations (mainly that I see a purpose for rookie systems remaining basically free of conflict but also free of valuable resources).

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

Tengu Grib
Caldari Provisions
Caldari State
#223 - 2015-01-21 22:04:01 UTC
Sabriz Adoudel wrote:


That benefit you mention is legitimate and something I hadn't considered as I tend to handle that AFK checking in different ways. I would be in favor of an AFK flag in corp or alliance. For local, I see little merit either way.


I personally like to ask in fleet "X up if you are AFK." Then when no one X's up those few who are there undock and die. Hasn't failed yet.

Other games do have a pop up Ready check that group leaders (in Eve's case FC's) can run and it tells them how many said ready, how may said not ready, and how many didn't respond. Something similar should be fairly easily implemented and could be useful in fleets. It wouldn't affect local obviously, but it could be useful in corp chat.

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.

Tim Timpson
Solitude Trading
S.N.O.T.
#224 - 2015-01-21 22:19:36 UTC
Feyd Rautha Harkonnen wrote:
"If the proposed change to game mechanics is expected to reduce conflict, it should be rejected. If the proposed change will increase conflict, it should be embraced"
That's an incredibly simple view to take on complex issues. Ideas should be looked at for their individual positives and negatives, even if it reduces conflict. Following your idea, some pretty important changes would not have been made, not least of which the recent jump changes which most certainly reduced conflict. Sorry, but views like that are as likely to spell the end of EVE as the completely opposite view where any change that increases conflict should be rejected.
Dave Korhal
Kite Co. Space Trucking
#225 - 2015-01-21 22:19:43 UTC
Tengu Grib wrote:
Sabriz Adoudel wrote:


That benefit you mention is legitimate and something I hadn't considered as I tend to handle that AFK checking in different ways. I would be in favor of an AFK flag in corp or alliance. For local, I see little merit either way.


I personally like to ask in fleet "X up if you are AFK." Then when no one X's up those few who are there undock and die. Hasn't failed yet.

Other games do have a pop up Ready check that group leaders (in Eve's case FC's) can run and it tells them how many said ready, how may said not ready, and how many didn't respond. Something similar should be fairly easily implemented and could be useful in fleets. It wouldn't affect local obviously, but it could be useful in corp chat.


I forgot about the WoW raid ready checks. That would be obscenely useful for standing fleets.

Matt: "Mining is the devil's work. If any of you mine, I will AWOX you."

Vikkiman: "What about Dave?"

Matt: "Dave gets a pass; he's batshit insane."

Tengu Grib
Caldari Provisions
Caldari State
#226 - 2015-01-21 22:30:26 UTC
Tim Timpson wrote:
Feyd Rautha Harkonnen wrote:
"If the proposed change to game mechanics is expected to reduce conflict, it should be rejected. If the proposed change will increase conflict, it should be embraced"
That's an incredibly simple view to take on complex issues. Ideas should be looked at for their individual positives and negatives, even if it reduces conflict. Following your idea, some pretty important changes would not have been made, not least of which the recent jump changes which most certainly reduced conflict. Sorry, but views like that are as likely to spell the end of EVE as the completely opposite view where any change that increases conflict should be rejected.


Correction, overall the jump changes will over time contribute to increased conflict, not reduced. The reduction in the ability to escalate a conflict means more fights will be committed to instead of standing down out of fear of a counter drop. The conflicts will be smaller in scale naturally, but there should be more of them.

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.

Sabriz Adoudel
Move along there is nothing here
#227 - 2015-01-21 22:50:08 UTC
Tengu Grib wrote:
Sabriz Adoudel wrote:


That benefit you mention is legitimate and something I hadn't considered as I tend to handle that AFK checking in different ways. I would be in favor of an AFK flag in corp or alliance. For local, I see little merit either way.


I personally like to ask in fleet "X up if you are AFK." Then when no one X's up those few who are there undock and die. Hasn't failed yet.


Have I mentioned that this idiot is the day to day leadership of my corp? :)

Tengu Grib wrote:
Other games do have a pop up Ready check that group leaders (in Eve's case FC's) can run and it tells them how many said ready, how may said not ready, and how many didn't respond. Something similar should be fairly easily implemented and could be useful in fleets. It wouldn't affect local obviously, but it could be useful in corp chat.


As someone that briefly played WOW, I can confirm that this feature is useful in groups that are both voluntary to join and expected to remain consistently active (so useful for fleets, but not corp/alliance wide, as corps/alliances often have people who are online, docked/POSsed and AFK).

The WOW feature in question is very obtrusive (it takes your client's focus and must be clicked through to move on). It would need to be unobtrusive in EVE, otherwise spies in blob fights will spam it at bad times, such as 0.25-2 seconds after someone broadcasts for reps and screams in voice "break break, my Nyx is at 15% structure". I'm for spies having disruptive tools to use in fights, but they should not be based upon restricting the abilities of other players to communicate with their game client.

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

Sabriz Adoudel
Move along there is nothing here
#228 - 2015-01-21 22:58:09 UTC
Tengu Grib wrote:
Tim Timpson wrote:
Feyd Rautha Harkonnen wrote:
"If the proposed change to game mechanics is expected to reduce conflict, it should be rejected. If the proposed change will increase conflict, it should be embraced"
That's an incredibly simple view to take on complex issues. Ideas should be looked at for their individual positives and negatives, even if it reduces conflict. Following your idea, some pretty important changes would not have been made, not least of which the recent jump changes which most certainly reduced conflict. Sorry, but views like that are as likely to spell the end of EVE as the completely opposite view where any change that increases conflict should be rejected.


Correction, overall the jump changes will over time contribute to increased conflict, not reduced. The reduction in the ability to escalate a conflict means more fights will be committed to instead of standing down out of fear of a counter drop. The conflicts will be smaller in scale naturally, but there should be more of them.


I agree with Tengu here, removing the spectre of massive counterdrops makes fielding capital fleets in combat more viable in the game. The game was on a trajectory toward total stagnation prior to Phoebe that might have seen one or two more very large set piece battles like BR-5 but wouldn't have seen the loss of ten carriers here, six dreads there, one supercapital here, etc.

In terms of driving conflict, however, the most successful change in nullsec in recent years was the moongoo reshuffle, which led to a nasty breakup between Goons and TEST and content that even spread into highsec.

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

Tengu Grib
Caldari Provisions
Caldari State
#229 - 2015-01-21 22:59:50 UTC
Sabriz Adoudel wrote:
Tengu Grib wrote:
Sabriz Adoudel wrote:


That benefit you mention is legitimate and something I hadn't considered as I tend to handle that AFK checking in different ways. I would be in favor of an AFK flag in corp or alliance. For local, I see little merit either way.


I personally like to ask in fleet "X up if you are AFK." Then when no one X's up those few who are there undock and die. Hasn't failed yet.


Have I mentioned that this idiot is the day to day leadership of my corp? :)


Confirming.

Sabriz Adoudel wrote:
Tengu Grib wrote:
Other games do have a pop up Ready check that group leaders (in Eve's case FC's) can run and it tells them how many said ready, how may said not ready, and how many didn't respond. Something similar should be fairly easily implemented and could be useful in fleets. It wouldn't affect local obviously, but it could be useful in corp chat.


As someone that briefly played WOW, I can confirm that this feature is useful in groups that are both voluntary to join and expected to remain consistently active (so useful for fleets, but not corp/alliance wide, as corps/alliances often have people who are online, docked/POSsed and AFK).

The WOW feature in question is very obtrusive (it takes your client's focus and must be clicked through to move on). It would need to be unobtrusive in EVE, otherwise spies in blob fights will spam it at bad times, such as 0.25-2 seconds after someone broadcasts for reps and screams in voice "break break, my Nyx is at 15% structure". I'm for spies having disruptive tools to use in fights, but they should not be based upon restricting the abilities of other players to communicate with their game client.


I agree that if anyone can start it, it would need to be unobtrusive. However I was thinking, and forgot to mention, that really the FC is the only person who needs to be able to do this. Well, FC or fleet Boss in the event they are not the same person.

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.

Dave Korhal
Kite Co. Space Trucking
#230 - 2015-01-21 23:07:45 UTC
Tengu Grib wrote:
Sabriz Adoudel wrote:
The WOW feature in question is very obtrusive (it takes your client's focus and must be clicked through to move on). It would need to be unobtrusive in EVE, otherwise spies in blob fights will spam it at bad times, such as 0.25-2 seconds after someone broadcasts for reps and screams in voice "break break, my Nyx is at 15% structure". I'm for spies having disruptive tools to use in fights, but they should not be based upon restricting the abilities of other players to communicate with their game client.


I agree that if anyone can start it, it would need to be unobtrusive. However I was thinking, and forgot to mention, that really the FC is the only person who needs to be able to do this. Well, FC or fleet Boss in the event they are not the same person.

True, and if your FC's a spy, you have bigger problems than spammed checks.

Matt: "Mining is the devil's work. If any of you mine, I will AWOX you."

Vikkiman: "What about Dave?"

Matt: "Dave gets a pass; he's batshit insane."

Jayne Fillon
#231 - 2015-01-22 01:58:58 UTC
Listened to your interview with capstable, you're very well spoken and made your point well. +1

Can't shoot blues if you don't have any. Long Live NPSI.

Sabriz Adoudel
Move along there is nothing here
#232 - 2015-01-22 02:50:32 UTC
Jayne Fillon wrote:
Listened to your interview with capstable, you're very well spoken and made your point well. +1


Oh wow, wasn't expecting that to be ready so quickly.

Thanks to the folks at Cap Stable for both putting up with me, and being so quick at posting it.

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

Tim Timpson
Solitude Trading
S.N.O.T.
#233 - 2015-01-22 08:38:12 UTC  |  Edited by: Tim Timpson
Tengu Grib wrote:
Tim Timpson wrote:
Feyd Rautha Harkonnen wrote:
"If the proposed change to game mechanics is expected to reduce conflict, it should be rejected. If the proposed change will increase conflict, it should be embraced"
That's an incredibly simple view to take on complex issues. Ideas should be looked at for their individual positives and negatives, even if it reduces conflict. Following your idea, some pretty important changes would not have been made, not least of which the recent jump changes which most certainly reduced conflict. Sorry, but views like that are as likely to spell the end of EVE as the completely opposite view where any change that increases conflict should be rejected.


Correction, overall the jump changes will over time contribute to increased conflict, not reduced. The reduction in the ability to escalate a conflict means more fights will be committed to instead of standing down out of fear of a counter drop. The conflicts will be smaller in scale naturally, but there should be more of them.
That's yet to be evidenced as true. As it stand it looks like conflict wont actually be introduced until they change the way sov is taken and held. In an ideal world, yes, removing jumping will create conflict, but in realism it's just making people not bother to travel long distances to fight, while still leaving the threat that if you attack someone on their home turf they will drop capital fleets on your head, just now you can't call in backup from another group. It's certainly not a conflict driver.

That said, it's secondary to the main point which is that automatically accepting and rejecting changes based purely on whether or not they are thought to increase or decrease conflict respectively is far too simple an idea and certainly not a healthy view for a CSM member to take. A good idea is still a good idea even if it reduces conflict. Retaining conflict is definitely something that should be considered, but it's not the sole factor in a good idea.
Sabriz Adoudel
Move along there is nothing here
#234 - 2015-01-22 11:05:59 UTC
Tim Timpson wrote:
That's yet to be evidenced as true. As it stand it looks like conflict wont actually be introduced until they change the way sov is taken and held. In an ideal world, yes, removing jumping will create conflict, but in realism it's just making people not bother to travel long distances to fight, while still leaving the threat that if you attack someone on their home turf they will drop capital fleets on your head, just now you can't call in backup from another group. It's certainly not a conflict driver.

That said, it's secondary to the main point which is that automatically accepting and rejecting changes based purely on whether or not they are thought to increase or decrease conflict respectively is far too simple an idea and certainly not a healthy view for a CSM member to take. A good idea is still a good idea even if it reduces conflict. Retaining conflict is definitely something that should be considered, but it's not the sole factor in a good idea.



It's yet to be evidenced that the changes will lead to an increase in conflict (although judging by my personal sales of ships that are heavily exported to nullsec for fleet warfare, specifically Ishtars and Oneiroses, at least one large null bloc believes it will drive dconflict).

However, the status quo was going to stifle conflict over time. The ability of 'apex forces' to appear in any fleet fight and whelp it unless another, larger apex force arrived was going to lead to a protracted cold war, which is IMO not a healthy situation.



In a choice between an uncertain future and a clearly bad one, I'd go with uncertainty. Had I been on CSM 9, my feedback for the Phoebe changes would have been broadly positive. (This isn't claiming that they are perfect, just that they were better than inaction).

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

Black Pedro
Mine.
#235 - 2015-01-22 12:21:19 UTC
Tim Timpson wrote:
That said, it's secondary to the main point which is that automatically accepting and rejecting changes based purely on whether or not they are thought to increase or decrease conflict respectively is far too simple an idea and certainly not a healthy view for a CSM member to take. A good idea is still a good idea even if it reduces conflict. Retaining conflict is definitely something that should be considered, but it's not the sole factor in a good idea.

While Feyd is being a little dogmatic on purpose to highlight the many recent changes to the game that have indeed reduced conflict and therefore content (and have made the game more boring), his core point is correct - changes to the game should be considered primarily as to whether to promote conflict (perhaps I might qualify this as "entertaining" conflict). Sure, there are some changes that do nothing to change the conflict in the game - re-skinning a ship for example, and there are other changes to the game where two reasonable people can disagree on whether the net effect will be more conflict or not - like the force projection changes, but at its core this game is primarily only interesting because of the direct conflict against, or competition with other players.

You say a "good idea" is a still a "good idea" but "good" is a meaningless term unless you define what you are trying to achieve. Can you actually name a change to this game that most people consider "good" but that actually decreased conflict between players? Because this is a complex game sometimes a change can rebalance conflict or reduce it in one place but increase it elsewhere, but I think all the changes to the game considered "good" by most players have driven conflict overall, not reduced it.

There are many ways to play Eve, but almost all of them are only interesting because you live in a sandbox with other players. Carebears can play on the test server and mine and build whatever they want in 100% safety but none of them do this because these activities are meaningless in the absence of the competitive sandbox around you. There is no actual use for your goods, not to mention no risk, so therefore there is no sense of accomplishment. Conflict between players drives everything in this game, and therefore every change to game mechanics should be primarily considered as to whether it increases conflict or not, because otherwise the game becomes more boring and people will stop playing if there is no content/conflict to be had.
Feyd Rautha Harkonnen
Doomheim
#236 - 2015-01-22 15:21:59 UTC  |  Edited by: Feyd Rautha Harkonnen
Black Pedro wrote:

While Feyd is being a little dogmatic on purpose to highlight the many recent changes to the game that have indeed reduced conflict and therefore content (and have made the game more boring), his core point is correct - changes to the game should be considered primarily as to whether to promote conflict (perhaps I might qualify this as "entertaining" conflict). Sure, there are some changes that do nothing to change the conflict in the game - re-skinning a ship for example, and there are other changes to the game where two reasonable people can disagree on whether the net effect will be more conflict or not - like the force projection changes, but at its core this game is primarily only interesting because of the direct conflict against, or competition with other players.

You say a "good idea" is a still a "good idea" but "good" is a meaningless term unless you define what you are trying to achieve. Can you actually name a change to this game that most people consider "good" but that actually decreased conflict between players? Because this is a complex game sometimes a change can rebalance conflict or reduce it in one place but increase it elsewhere, but I think all the changes to the game considered "good" by most players have driven conflict overall, not reduced it.

There are many ways to play Eve, but almost all of them are only interesting because you live in a sandbox with other players. Carebears can play on the test server and mine and build whatever they want in 100% safety but none of them do this because these activities are meaningless in the absence of the competitive sandbox around you. There is no actual use for your goods, not to mention no risk, so therefore there is no sense of accomplishment. Conflict between players drives everything in this game, and therefore every change to game mechanics should be primarily considered as to whether it increases conflict or not, because otherwise the game becomes more boring and people will stop playing if there is no content/conflict to be had.

Pedro is enlightened in his commentary. He 'gets it', both the spirit of the question, and of EvE.

The problem is that CCP itself has lost the plot here, and in blind pursuit of MOAR SUBS have clearly shown with each newly proposed nerf (like giving corps a 'no AWOXing' switch, and 'social corporations' that cannot be wardecced...WTF?!) they are willing to sell their souls to the devil for a quick fix to achieve that.

Not achieved through more compelling content
Not through a better new player experience
Not through better education of newbros on the realities of EVE life when they join

No, CCP has decided to just turn off aggression in hisec, in slow paper cuts so people don't notice over time. Do we content-creators just keep assuaging ourselves that 'this is just another small paper-cut infringement on our freedoms, we can live with it, we can just lay low and ride it out...after all, we still have ganking!' As if suicide ganking is the one and only measure of 'HTFU' and 'sandbox' we weigh hisec content-creation by?

We are going to wake up one day and realize hisec IS a separate no-pvp shard of EvE online, and every CSM who should have been guarding against that over the years was asleep at the f#cking switch.

The battle for EvE's very soul is being waged, NOW, but our existing CSM's and most players aren't even showing up to fight. Carebears cheer in short-sightedness. Null-bears cry tears that Tora's guys are murdering them in hisec (while claiming l33tness for being in a null alliance?..).

What we need is more Sabriz (and Tora) on the CSM, and less Mike Asariah & Sugar Kyle. I submit, we don't need more trained-seal clapping applause to CCP nerfing and pansifying EvE for the fapping pleasure of WoW-rejects. We need Sabriz (and Tora) as counterpoint to those intentions, and hold the line.

F
Sabriz Adoudel
Move along there is nothing here
#237 - 2015-01-22 22:45:07 UTC
In response to the suggestions for a halfway house between a player corp and an NPC corp, because this seems to be a recurring thread, and I'm someone that has a history of nonstandard use of the corporation tools. For instance, for a long time I was an active supporter of CODE. alliance without being a member.

Firstly, it's my view that outside FW, an NPC corp is nothing but the absence of a player corporation. This is mainly because you have no control over which NPC corp you wind up in (except for a decision you make before creating your character).

The functionality of the proposed 'corp lite' is really the same as the Minerbumping chat channel in game (a moderated chat channel), except that a 'corp lite' would exclude people who are members of traditional player corps joining unless they are willing to leave their 'real corp'.

This would allow someone interested in two or more activities to connect with other players and still make their own decision about whether to be in a player corp or not, rather than having to commit to a corp or 'corp-lite' that specialises in only one of those activities.

There are benefits to making it easier to find other players with similar interests - but this should be done through improving and publicizing chat channels, not through reducing the consequences of corp membership. In particular, it should be easier to find chat channels aimed at an activity you are interested in. Lots of channels exist - some are secret, others are open but just very hard to find out about, some are well known (the minerbumping channel for example, or whatever replaced the haulers channel after the original one changed ownership) and others are set up by CCP (the mining or recruitment channel).


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

Jayne Fillon
#238 - 2015-01-22 23:05:22 UTC
Sabriz Adoudel wrote:
The functionality of the proposed 'corp lite' is really the same as the Minerbumping chat channel in game (a moderated chat channel), except that a 'corp lite' would exclude people who are members of traditional player corps joining unless they are willing to leave their 'real corp'.
This is pretty far off what is currently being proposed and discussed by the CSM. Page 16 of the Day 1 minutes speaks more about this subject, I recommend you give it a look IOT familiarize yourself.

Can't shoot blues if you don't have any. Long Live NPSI.

corbexx
Sebiestor Tribe
Minmatar Republic
#239 - 2015-01-22 23:09:03 UTC  |  Edited by: corbexx
You mention in your capstable interview that people over the last 18 months have been leaving c1 to c5 to go to run incursions could you provide some more info on these numbers, facts that sort of thing.

you mention that the corp on corp change will be a huge detriment to w space since they will all move to hisec and run incursion, If this was the case they would just do incursions in a npc so this change wouldnt effect them in anyway.

could you give me a bit more info on how you think w space is doing its obviously going badly as you say.

do you honestly think the corp on corp agression will totally ruin w space?

you mention that you heavily endorsed funkybacon, how do you think he has done this year?
Tengu Grib
Caldari Provisions
Caldari State
#240 - 2015-01-22 23:15:26 UTC
Sabriz, how would you feel about having a "Channel Advertisement" system similar to the corporation advertisements?

As a follow up, how would you feel about seeing corporation advertisements on in game billboards and on the big screen in the captains quarters. (The what? That's a thing? I never go there...)

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.