These forums have been archived and are now read-only.

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

EVE General Discussion

 
  • Topic is locked indefinitely.
 

Social Corps

First post First post
Author
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#61 - 2015-01-29 15:54:15 UTC
UberFly wrote:
Shailagh wrote:
bunch of ranting BS that includes fallacies.....

"corp lite" will have the same NPC tax, but allows for communication and sharing of information - like ship fittings. Things that are already done with in-game mail and private chat channels. The suggestion just makes it easier and more organized.

Because a social corporation option combined with the triviality of avoiding wars is essentially a war-immune corporation with a tax of having to remake it every two days. The only literal drawback is the inability to maintain a POS.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Neo Kathura
Doomheim
#62 - 2015-01-29 15:55:28 UTC
Destiny Corrupted wrote:
I don't think you quite understood what I meant by my post.

The traditional method of gaining sec back means an expenditure of X amount of time with a resulting Y amount of profit.

Buying tags, on the other hand, means an expenditure of X-Z (Z coming from natural sec gain, and being about 10% of X, by my estimates) amount of time, with all of the resulting profit going toward the purchase of tags.

Buying tags is much less financially efficient, if the method of making finances is a constant.
Ah, I see what you mean. I suppose the difference is that now you can make isk however you want and are not forced into any particular style. You used to have to grind for the sec status, there was no other option. Now you can just pay for it and earn isk whatever way you feel like earning it, even passively if you wish.

Destiny Corrupted wrote:
Right, and as I said in my very first post in this thread, if it's a purely cosmetic function, I don't really care. But the issue of slippery slope remains.
I'm not a believer in slippery slope. One change happening now doesn't mean another will automatically happen down the line. It might get asked for by some players, but it's at that point I'd be against it. I certainly see where you're coming from, but it's not something I'd consider an issue.
Neo Kathura
Doomheim
#63 - 2015-01-29 15:57:54 UTC
Shailagh wrote:
Dude errrybodys gonna form 1man "npc solo" corps and then just join all together in social corps to evade consequences like tax and war. Like todays incursion runners do.

Why is this soooo hard to see?
People already do this or stay in NPC corps anyway. All this does is mean that ad-hoc groups of players from various corps who get together to do things as a group will be able to do so with more tools to help them and better ways of advertising it to others. It won't make people any more or less safe.
Neo Kathura
Doomheim
#64 - 2015-01-29 16:02:52 UTC
Shailagh wrote:
OPTIONS FOR HISEC BEARS

1
Join player corp
CONS

Can be wardecced
Can be awoxed
Can have errything stolen
Can be tricked into getting blown up

PROS
No tax
POS (that is getting rewritten and changed anyways)
Corp hangers


2
Form solo "corp lite" join "Social Guild Club"

CONS
....

PROS
Individual cool names/logos
Can form fleets to do whatever bear activity you want
Have shared chat channel
Share fittings
WAR IMMUNITY
THEFT IMMUNITY
SAFARI AWOX IMMUNITY
FREE!
NO TAXES TOO

Why would anyone choose option 1??????
They can already do #2. They create a solo corp, join a channel, set up on fleet-up, create fleets. This doesn't change that other than making it easier for people to play together. Are you honestly arguing against a change which is designed to encourage people to interact with other players?
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#65 - 2015-01-29 16:10:43 UTC  |  Edited by: Destiny Corrupted
Neo Kathura wrote:
Ah, I see what you mean. I suppose the difference is that now you can make isk however you want and are not forced into any particular style. You used to have to grind for the sec status, there was no other option. Now you can just pay for it and earn isk whatever way you feel like earning it, even passively if you wish.

Yes, and in that manner, I agree, it is a benefit for gankers. But it actually doesn't make a huge amount of practical difference. Besides, the tags thing was also made as an incentive for people to go into low-sec more. I suppose they could have moved level 4 missions there instead, or something. Blink

Neo Kathura wrote:
I'm not a believer in slippery slope. One change happening now doesn't mean another will automatically happen down the line. It might get asked for by some players, but it's at that point I'd be against it. I certainly see where you're coming from, but it's not something I'd consider an issue.

I wish I wasn't either, but over the past 6-7 years, CCP has veritably demonstrated that this principle is very much applicable. Exploit fixes aside, we've had something along the lines of half a dozen CONCORD buffs alone. War costs were upped and scale with the member count of the defending corporation, war allies were implemented, can flipping now results in you being flagged to the whole universe as opposed to just the can's owning corporation, criminal aggression received front-loaded penalties, kill right activation results in a suspect flag instead of a limited engagement, awoxing is about to be removed, etc etc.

Can you, on the other hand, name some buffs that the "sociopath griefer" play style has received over the years, tags aside? I mean, I can name exactly one: corporations are no longer restricted to only having 3 outgoing wars. That's it.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

UberFly
Metallurgy Incorporated
#66 - 2015-01-29 16:11:22 UTC
Destiny Corrupted wrote:
Because a social corporation option combined with the triviality of avoiding wars is essentially a war-immune corporation with a tax of having to remake it every two days. The only literal drawback is the inability to maintain a POS.

I'm trying to understand this (not being snarky), but it seems you've combined a couple distinctly separate things here.
A social corporation wouldn't need to roll-corps to avoid wars, because they would be un-dec-able. The balance for this is all the same drawbacks of an NPC corp, high tax, no POS. It's function would, from what I can see, only be to allow NPC-corp-style players to group themselves and have common chat and social interaction. So, for example, my hauler-alt could join the "hauler's local 239" social corp, and I chat with other haulers about hauler-y stuff and tanking my freighter. This provides no material benefit to the player, as they had the same things in the NPC corp. It makes it easier to find this new corp though, and find people who might be like you.

The triviality of avoiding wars is only useable/abuseable by regular player corps. Those can have low/no taxes, and no POS to deal with when rolling-corp to avoid a war, or a POS that they can roll. The possible change really has no effect on this either way.
Delt0r Garsk
Shits N Giggles
#67 - 2015-01-29 16:13:19 UTC
People who don't want war decs are *already* in NPC corps. This will not change that.

NPSI is now part of eve. We are not going anywhere even without anychanges. Most of us are in PVP corps, otherwise why would we want to PVP? NPC corps are crap to PVP from.

Right now just forming fleets and everything is just that little bit harder than it needs to be. We use external tools as it is to get around the issues. But it would be great if we didn't need to.

I am very much behind NPC corps are too safe. But i just don't see that changing anytime soon.

AKA the scientist.

Death and Glory!

Well fun is also good.

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#68 - 2015-01-29 16:15:23 UTC  |  Edited by: Destiny Corrupted
UberFly wrote:
Destiny Corrupted wrote:
Because a social corporation option combined with the triviality of avoiding wars is essentially a war-immune corporation with a tax of having to remake it every two days. The only literal drawback is the inability to maintain a POS.

I'm trying to understand this (not being snarky), but it seems you've combined a couple distinctly separate things here.
A social corporation wouldn't need to roll-corps to avoid wars, because they would be un-dec-able. The balance for this is all the same drawbacks of an NPC corp, high tax, no POS. It's function would, from what I can see, only be to allow NPC-corp-style players to group themselves and have common chat and social interaction. So, for example, my hauler-alt could join the "hauler's local 239" social corp, and I chat with other haulers about hauler-y stuff and tanking my freighter. This provides no material benefit to the player, as they had the same things in the NPC corp. It makes it easier to find this new corp though, and find people who might be like you.

The triviality of avoiding wars is only useable/abuseable by regular player corps. Those can have low/no taxes, and no POS to deal with when rolling-corp to avoid a war, or a POS that they can roll. The possible change really has no effect on this either way.

I did roll a few things together, you are correct. My only intent was to make the point that this feature, while rational and welcome in itself, is only going to further enable dec dodgers to do their thing, by making it easier for them to coordinate and manage themselves socially. Mind you, I'm by no means saying that this is a/the reason to not implement social corporations. In fact, I'm not arguing that at all. I'm just afraid that a precedent is going to be set for future "changes."

For the record, I have nothing against this idea, as I mentioned in my first post in this thread on the first page. I'm just (justifiably) paranoid that it's going to turn into something else in time.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

UberFly
Metallurgy Incorporated
#69 - 2015-01-29 16:23:45 UTC
Destiny Corrupted wrote:
Can you, on the other hand, name some buffs that the "sociopath griefer" play style has received over the years, tags aside? I mean, I can name exactly one: corporations are no longer restricted to only having 3 outgoing wars. That's it.

Aside from the tag thing, the only other one that comes to mind is the big damage buff that destroyers got. Not that it was specifically for that play-style, but it certainly helped. Reduction in the base tank of freighters was another, yes people can add tank with low-slots now, but they have to sacrifice space to do so. The net is a buff to ganking, as you now have the same tank you did before, but with more trips (more opportunities to be ganked) or you run the same number of trips with less tank (easier to gank).

I'm not saying those couple things should change, just pointing out that they did buff the style.
UberFly
Metallurgy Incorporated
#70 - 2015-01-29 16:40:18 UTC
Destiny Corrupted wrote:
In fact, I'm not arguing that at all. I'm just afraid that a precedent is going to be set for future "changes."

Change will occur, and whatever form it takes someone will be unhappy with it. I don't envy CCP in this, trying to create balanced changes that keep the game alive is difficult.
The drawback I see to the slippery slope argument is that if you fight every change, at some point they will just ignore you because you always complain (not "you", the royal "you" as in "the person complaining"). Something my parents tried to teach me about "picking my battles" comes up here, but I've never been good at it.

o7 fly safe
Michele Bachmann
The Scope
Gallente Federation
#71 - 2015-01-29 16:47:50 UTC
Steve Ronuken wrote:
There are two proposals with social groups, which don't majorly overlap.

Corp lite: It's like an npc corp, but with your own name and logo.
For those people who would otherwise stay in NPC corps.

Cross Corp Social Groups: For gatherings of players, like the various NPSI communities, where people want a way to organise, without requiring people to leave their current corporation. So you can have fleet adverts, shared fittings, bulletins and so on, restricted to that group. Also, searchable, to improve discoverability which can be a real problem in Eve. (also handy for groupings within a corporation/alliance, like MinLuv)


tbh, I'm in favor of both. How often have you heard of a group of newbies, being 'griefed out of the game', when all they wanted was a name of their own. I'd like Corp lite to be able to be upgraded to full corporations, but not the opposite.


Is this a damn joke

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#72 - 2015-01-29 16:48:27 UTC
UberFly wrote:
Destiny Corrupted wrote:
Can you, on the other hand, name some buffs that the "sociopath griefer" play style has received over the years, tags aside? I mean, I can name exactly one: corporations are no longer restricted to only having 3 outgoing wars. That's it.

Aside from the tag thing, the only other one that comes to mind is the big damage buff that destroyers got. Not that it was specifically for that play-style, but it certainly helped. Reduction in the base tank of freighters was another, yes people can add tank with low-slots now, but they have to sacrifice space to do so. The net is a buff to ganking, as you now have the same tank you did before, but with more trips (more opportunities to be ganked) or you run the same number of trips with less tank (easier to gank).

I'm not saying those couple things should change, just pointing out that they did buff the style.

The freighter thing is valid in a way, but if you look at my previous post, I left out all mentions of ship rebalancing. If we include that then we should also include the massive barge and hauler buffs. And yes, I don't quite think that destroyer changes and Tier 3 BCs are really a "pvp buff." They're just ship changes/additions that simply happen to fit the ganking play style well. I'm sure a buff to ganking wasn't the intent.

UberFly wrote:
Change will occur, and whatever form it takes someone will be unhappy with it. I don't envy CCP in this, trying to create balanced changes that keep the game alive is difficult.
The drawback I see to the slippery slope argument is that if you fight every change, at some point they will just ignore you because you always complain (not "you", the royal "you" as in "the person complaining"). Something my parents tried to teach me about "picking my battles" comes up here, but I've never been good at it.

o7 fly safe

And I agree with this too, but you have to understand, we've almost been pushed to the fringe at this point. It's hard not to be this way.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Neo Kathura
Doomheim
#73 - 2015-01-29 16:51:38 UTC
Destiny Corrupted wrote:
I wish I wasn't either, but over the past 6-7 years, CCP has veritably demonstrated that this principle is very much applicable. Exploit fixes aside, we've had something along the lines of half a dozen CONCORD buffs alone. War costs were upped and scale with the member count of the defending corporation, war allies were implemented, can flipping now results in you being flagged to the whole universe as opposed to just the can's owning corporation, criminal aggression received front-loaded penalties, kill right activation results in a suspect flag instead of a limited engagement, awoxing is about to be removed, etc etc.
I don't think those are slippery slope problems though so much as just issues that have been fought but lost against. Some of them I agree with though. I'm not in the mindset of rejecting changes that positively affect interaction while providing no more safety all because at some point down the line someone might ask for more safety.

Destiny Corrupted wrote:
Can you, on the other hand, name some buffs that the "sociopath griefer" play style has received over the years, tags aside? I mean, I can name exactly one: corporations are no longer restricted to only having 3 outgoing wars. That's it.
There's some, sure:
- Freighter changes mean that players have to choose between speed, tank or cargo. It's impossible to get all 3 as high as they used to be.
- Improvements to catalysts make them a viable and cheap ganking choice for even young players.
- Removal of clone grades mean you can use higher SP pilots and not worry if your pod will be at risk as they won't cost millions to buy a new clone.
- Changes to logoff mechanics now mean a bumper can continue to bump a player once they logoff. More recent changes mean you can't force your character to disappear by logging onto another on the same account either.
- Fleet hangers can now be scanned and drop loot, which is one of the big ones. Orcas used to be great as you could fill them up knowing that players wouldn't be able to collect the loot.

There have also been plenty of changes that either passively benefitted the playstyle or simple negatively affected opposing playstyles. I think it's easier to remember the changes that make things harder than it is to remember the things that benefit you, but there certainly have been changes on both sides.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#74 - 2015-01-29 17:13:08 UTC  |  Edited by: Destiny Corrupted
Neo Kathura wrote:
Destiny Corrupted wrote:
I wish I wasn't either, but over the past 6-7 years, CCP has veritably demonstrated that this principle is very much applicable. Exploit fixes aside, we've had something along the lines of half a dozen CONCORD buffs alone. War costs were upped and scale with the member count of the defending corporation, war allies were implemented, can flipping now results in you being flagged to the whole universe as opposed to just the can's owning corporation, criminal aggression received front-loaded penalties, kill right activation results in a suspect flag instead of a limited engagement, awoxing is about to be removed, etc etc.
I don't think those are slippery slope problems though so much as just issues that have been fought but lost against. Some of them I agree with though. I'm not in the mindset of rejecting changes that positively affect interaction while providing no more safety all because at some point down the line someone might ask for more safety.

Some of them were definitely slippery-slope. There was a change that increased security status loss for criminal activities by weighing it against system security status, with the focal point being somewhere between .2 and .3 I think. The front-loaded penalties implemented in Crimwatch were an extension of that idea. This is just one example, but I can make more.

Neo Kathura wrote:
Destiny Corrupted wrote:
Can you, on the other hand, name some buffs that the "sociopath griefer" play style has received over the years, tags aside? I mean, I can name exactly one: corporations are no longer restricted to only having 3 outgoing wars. That's it.
There's some, sure:
1. Freighter changes mean that players have to choose between speed, tank or cargo. It's impossible to get all 3 as high as they used to be.
2. Improvements to catalysts make them a viable and cheap ganking choice for even young players.
3. Removal of clone grades mean you can use higher SP pilots and not worry if your pod will be at risk as they won't cost millions to buy a new clone.
4. Changes to logoff mechanics now mean a bumper can continue to bump a player once they logoff. More recent changes mean you can't force your character to disappear by logging onto another on the same account either.
5. Fleet hangers can now be scanned and drop loot, which is one of the big ones. Orcas used to be great as you could fill them up knowing that players wouldn't be able to collect the loot.

There have also been plenty of changes that either passively benefitted the playstyle or simple negatively affected opposing playstyles. I think it's easier to remember the changes that make things harder than it is to remember the things that benefit you, but there certainly have been changes on both sides.

1. As mentioned before, I didn't include ship rebalancing in my list. If I were to do this, then the hauler/barge thing applies.
2. Same as 1.
3. This isn't specifically a pvp buff. This affects everyone equally, and when you consider that carebears are usually more prone to high-sec violence than the pvpers, then this point would actually go on my list instead. But honestly I'd just leave it off entirely, since it affects all players equally.
4. I kind of agree with this, but once again, it affects everyone equally, so...
5. Agreed. Minor, but agreed. Though, this is somewhat balanced by the covert hauler cargo scan immunity.

So the pvp buff list still remains objectively short. I'm sure that we can come up with various buffs if we take some time, but the list is going to be nowhere near the size of the list for nonconsensual pvp nerfs.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Miko Valentine
Garoun Investment Bank
Gallente Federation
#75 - 2015-01-29 17:14:24 UTC
Kaelynne Rose wrote:
I dont see no thread on Social Corps that are coming soon. Gonnna be like an offical "friends list" where errybody can chat and share catpics and talk about ratting and mining and the weather, but not be in real corp so there is no fear of theft/grief.

Basically like a chat channel but with social media-esqe features.

Youra thoughts on this?

Mine are LMAO at this themepark careabear garbage. Brb lemme tweet that to my fellow Social Corpie Buddies.

Anyone wanna join my socual corp? Gonna be called...EVE IS NOT HARSH, IS IS FOR PANSYS



ever Visited the BNI Alliance Chat ? or the GE Local socializing with the Hostiles right after the "gf" is send ?
Neo Kathura
Doomheim
#76 - 2015-01-29 17:32:12 UTC
Destiny Corrupted wrote:
1. As mentioned before, I didn't include ship rebalancing in my list. If I were to do this, then the hauler/barge thing applies.
2. Same as 1.
3. This isn't specifically a pvp buff. This affects everyone equally, and when you consider that carebears are usually more prone to high-sec violence than the pvpers, then this point would actually go on my list instead. But honestly I'd just leave it off entirely, since it affects all players equally.
4. I kind of agree with this, but once again, it affects everyone equally, so...
5. Agreed. Minor, but agreed. Though, this is somewhat balanced by the covert hauler cargo scan immunity.

So the pvp buff list still remains objectively short. I'm sure that we can come up with various buffs if we take some time, but the list is going to be nowhere near the size of the list for nonconsensual pvp nerfs.
Well this is the problem. Most of the changes you'll find ways to not include them or undersell them for various reasons. All changes are going to affect all players because we all play the same game. Increased wardec costs affected industrial corps wanting to hire a corp to dec a competitor for example. At the end of the day, there's plenty of changes which have benefited PvP players as well. Whether or not you choose to appreciate those benefits is your choice.

I'm sure there are plenty more changes that benefit non-consensual PvP, but that doesn't mean they aren't changes that are good for the game overall. I like non-consensual PvP and I think we're in a pretty good place with it. I always want to have to work a bit for results. I'll fight the bigger nerfs to non-consensual PvP, but I don't see problems with giving players a bit more freedom from time to time. As long as the changes offer choice and encourage players to interact, be it with guns or not, I trust CCP to improve the game.
UberFly
Metallurgy Incorporated
#77 - 2015-01-29 17:37:19 UTC  |  Edited by: UberFly
I think Neo had some good points there, well said sir.

Destiny Corrupted wrote:
And I agree with this too, but you have to understand, we've almost been pushed to the fringe at this point. It's hard not to be this way.

It doesn't appear to me that you've been pushed that far, as much as you're, logically, afraid of being pushed that far (the slippery-slope argument). In every other main-stream MMO, the ganking/griefing play style is either impossible or ban-able. Since CCP currently allows many things in the sandbox that others don't, I can understand there being a great deal of fear that it could be taken away.

Please note, I'm only speaking to the ganking/griefing style because to me PVP is different. I don't consider killing something that has no chance of killing you to be PVP. When we catch a Helios in null, that isn't really PVP either (to me), but at least that Helios has a chance to cloak and try to get out of the bubble. [:D]

In regards to this change though, we agree that more social interaction is good, and may get people out of the NPC corp and working with a group. The truth for me was, once I worked with one group, I was more prepared to work with others. I honestly believe this could get more people in to player corps, as they will get weaned off of NPC-solo-play, and be working with others. Yes, some will form their NPC-solo corps, just to have their name (my hauler alt for one), but there will be a group of people that end up using this as an intermediate step. The thing no one knows is, will that intermediate step keep them around. The only way to know that is to try, and (just like "teams") if it doesn't work they can get rid of it. Smile
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#78 - 2015-01-29 17:45:27 UTC
Neo Kathura wrote:
I'll fight the bigger nerfs to non-consensual PvP, but I don't see problems with giving players a bit more freedom from time to time. As long as the changes offer choice and encourage players to interact, be it with guns or not, I trust CCP to improve the game.

The problem with this balancing strategy is that as it removes various satellite methods of "player interaction," it pushes more and more of that interaction onto the primary methods of conducting it. This, in turn, makes them seem more and more imbalanced and problematic. You will see a significant example of this, possibly the biggest ever, when awoxing goes away.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Neo Kathura
Doomheim
#79 - 2015-01-29 17:56:59 UTC
Destiny Corrupted wrote:
Neo Kathura wrote:
I'll fight the bigger nerfs to non-consensual PvP, but I don't see problems with giving players a bit more freedom from time to time. As long as the changes offer choice and encourage players to interact, be it with guns or not, I trust CCP to improve the game.
The problem with this balancing strategy is that as it removes various satellite methods of "player interaction," it pushes more and more of that interaction onto the primary methods of conducting it. This, in turn, makes them seem more and more imbalanced and problematic. You will see a significant example of this, possibly the biggest ever, when awoxing goes away.
I think awoxing will have very little impact on non-consensual PvP to be quite honest. It's a tiny fractional part of it, and it's very much a one and done kind of assault on a group. Few corps allow you to stay to kill more players once the first one drops so you're off looking for the next corp to attack. The dedicated awoxers will move onto the more complex ways to awox and the rest will move into other forms of non-consensual PvP. Again, I trust CCP to be making an educated decision with putting in this change.

To be quite honest though, as much as I love non-consensual PvP, I'd be happy for more changes to move people into consensual PvP. Ganking a miner a few times is entertaining and it's usually profitable enough, but it's so one dimensional because the other players doesn't want to be there, so they are not really reacting. It's like playing basketball against a bunch of chess geeks. Sure, you'll win, but will it really stay fun for long? I'd like more mechanics to steer people to want to defend themselves, generating more consensual PvP which can be varied and far more entertaining.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#80 - 2015-01-29 18:03:57 UTC
Correct, awoxing is responsible for only a tiny fraction of the nonconsensual pvp in high-sec. However, after it's gone, there will be an increased emphasis placed on empire wars as a method of aggression. This will be so both because players will try to compensate for the loss of one method with another, and because the increased presence of new characters in player corporations (this is the intent, is it not?) will make spying, and by effect conducting wars much easier. So then wars will in turn be seen as a bigger "problem" than they already are today, both because of their increased quantity and intensity, and because there will be more discussion focus on them in the community, due to the fact that there will be less "problematic" nonconsensual pvp methods to discuss/complain about.

Slippery slope, snowball effect, etc etc.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted