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Nerfs, and the coming of the second shard

First post
Author
Aqriue
Center for Advanced Studies
Gallente Federation
#101 - 2015-02-11 16:29:53 UTC  |  Edited by: ISD Ezwal
*Snip* Please refrain from personal attacks. ISD Ezwal.
pretty sure that the social corps will be nothing more than a *gasp* intel/chat channel with corp logo on it which isn't anything different then what is currently in game and that you can at any time still shoot someone with a cheap destroyer with the intent to lose it Roll.

The AWOX flag, sorry but you need to be at risk just as much cause you can *looks around* drop corp and dock up so the other guy can't fight back after you gank them in the corp Roll but mysteriously you want to be protected by CONCORD Roll and don't want to have the Po-Po respond when you attack....like irony pot calling the kettle black, cause 1) No one can attack you in highsec without a gank or wardec (with appropriate response or lack there of by the donut police) and 2) If you where in the same corp as your target where no one can attack but that corp, but you are the predator looking for riskless prey Roll which is like saying you want easy mode PVP (EVE should just destroy all assets in a ship when its destroyed, all corp assets non trade able Twisted and only the market allows things to be transferred from player to player...only things you would get would be killmails, thus you get nothing of real value Straight). And there is your sign that AWOX was getting out of hand, cause MMOSPG (Massive Multi Online Solo Play Games) are boring when you chase away other players cause no one trust anybody Roll when everyone is in one man corps)

As for the rest....being the aggressor gets harder, just as much as a power creep in WoW. Every expansion gets harder in WoW requiring new gear for the next ultimate raid until its just to easy to farm it (aka got easy, next expansion comes out) and in EVE, surprisingly the players abuse the system until CCP needs to step in make it a bit difficult (aka, game is getting to easy and abusable no matter how players try to counter you) otherwise there will be very little player driven content when you drive the other players away cause the game is difficult to keep a ship when others can blow it up easily
*Snip* Please refrain from personal attacks. ISD Ezwal.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#102 - 2015-02-11 16:42:10 UTC  |  Edited by: ISD Ezwal
I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay.
Please people, keep it on topic and above all civil!

The Rules:
4. Personal attacks are prohibited.

Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.


5. Trolling is prohibited.

Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.


27. Off-topic posting is prohibited.

Off-topic posting is permitted within reason, as sometimes a single comment may color or lighten the tone of discussion. However, excessive posting of off-topic remarks in an attempt to derail a thread may result in the thread being locked, or a forum warning being issued to the off-topic poster.



Thread reopened.

ISD Ezwal Community Communication Liaisons (CCLs)

Feyd Rautha Harkonnen
Doomheim
#103 - 2015-02-11 17:30:59 UTC
xxxTRUSTxxx wrote:
The ability to join a corp that cannot have war declared on it already exists in the game.
They're called NPC corps.
So i see social cops as being nothing more than an NPC corp that these guys can name.
they won't have the same mechanics as a real corp so they are no different.

Some would say the goal should be to get people out of NPC corps entirely and into the game with others, not create another bastardized non-remedy construct who's real intent is to give carebears their cake, and to eat it too.

The meat of it is that many feel existing NPC corp taxes are too low and a pre-existing condition, and if you don't boot players after 30 days from NPC corps, you should at least increase NPC corp taxes to 50%+ to adequately reflect a premium for being 100% safe from wardecs.

What is chilling (and to your question) is I have NO faith CCP will put a 50%+ NPC tax on these new 'social corporations', and it will either be low, or set ZERO by a CEO, so the carebears now not only get their 100% war immunity, but also a formal player corporation construct.

Ideas like that are never offered for 'some reason', its always more nerfs to non-consensual aggression. No moves are made to fix the existing wardec-dodging exploits, or evaluate future changes through the lens of all the preceding nerfs that went before.

Its that lens of doing what is TRULY right for EvE that can only be applied by player CSM's in CONTRAST to CCP going for a 'moar subs' quick fix, and for that reason why we need more Tora Bushido and Sabriz's on the CSM, and fewer Mike Asariah's, Sugar Kyle's, and Ripard Tegs.

The choice is yours, the players. The intent of this post, was to give you the info you need to make those choices.

Choose wisely, not short-term self interestedly, we already have enough of those implementing these nerfs doing that already.

F
Unsuccessful At Everything
The Troll Bridge
#104 - 2015-02-11 17:33:19 UTC  |  Edited by: ISD Ezwal
Highsec, the ultimate helicopter parent.

Heres a little excerpt on the consequences of helicopter parenting:
Helicopter parenting wrote:
What are the consequences of helicopter parenting?

Many helicopter parents start off with good intentions. "It is a tricky line to find, to be engaged with our children and their lives, but not so enmeshed that we lose perspective on what they need," Dr. Gilboa says. Engaged parenting has many benefits for a child, such as increasing feelings of love and acceptance, building self-confidence, and providing guidance and opportunities to grow. "The problem is that, once parenting becomes governed by fear and decisions based on what might happen, it is hard to keep in mind all the things kids learn when we are not right next to them or guiding each step," Dr. Gilboa explains. "Failure and challenges teach kids new skills, and, most important, teach kids that they can handle failure and challenges."

Decreased confidence and self-esteem."The main problem with helicopter parenting is that it backfires," Dr. Dunnewold says. "The underlying message [the parent's] overinvolvement sends to kids, however, is 'my parent doesn't trust me to do this on my own,' [and this leads] to a lack of confidence."

Undeveloped coping skills. If the parent is always there to clean up a child's mess--or prevent the problem in the first place--how does the child ever learn to cope with loss, disappointment, or failure? Studies have found that helicopter parenting can make children feel less competent in dealing with the stresses of life on their own.

Increased anxiety.
A study from the University of Mary Washington has shown that overparenting is associated with higher levels of child anxiety and depression.

Sense of entitlement. Children who have always had their social, academic, and athletic lives adjusted by their parents to best fit their needs can become accustomed to always having their way and thus they develop a sense of entitlement.

Undeveloped life skills.Parents who always tie shoes, clear plates, pack lunches, launder clothes, and monitor school progress, even after children are mentally and physically capable of doing the task, prevent their children from mastering these skill themselves.

Interesting how Highsec seems to exhibit all of these.. and sadly its starting to drive the future of Eve's development. Hopefully this 'Baby-proofing" phase of CCP's will end before the damage to both its playerbase and reputation is irreparable.



Fixed quoting and linking. ISD Ezwal.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Eli Apol
Definitely a nullsec alt
#105 - 2015-02-11 17:39:11 UTC
Some NPC corps are fairly active chat channels, others aren't. You don't get a choice and always get dumped back into the same one based upon what attributes you selected when creating a character...

I don't see why letting people actively join one with absolutely no perks over the current versions has any downsides - it's pretty much the same as just creating a chat channel.

but what would I know, I'm just a salvager

Reiisha
#106 - 2015-02-11 17:44:42 UTC
None of these changes would have been necessary if people weren't abusing the crap out of massive loopholes all the time just to try and make people quit the game.

Just saying.

If you do things right, people won't be sure you've done anything at all...

Unsuccessful At Everything
The Troll Bridge
#107 - 2015-02-11 17:59:11 UTC
Reiisha wrote:
None of these changes would have been necessary if people weren't abusing the crap out of massive loopholes all the time just to try and make people quit the game.

Just saying.


Citation needed.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Kraft Ogburn
After School Hentai Club
#108 - 2015-02-11 18:03:47 UTC
Call me crazy but, someone who wants to PVP, finds/games ways in the system, to make that happen with the highest probability of "fun".

Someone who doesnt want to PVP, finds/games ways in the system, to make that happen with the highest probability of "fun".

One side calling the other side out for that behavior, is uh, pot calling the kettle black.

You cant blame people who dont want to be blowed up, for joining NPC corps, just like you cant blame people who want to blow people up, for AWOXing, or the things they do.



The question is. Will the game be healthier, thus more players, thus more "content", if you make it harder or easier on both groups, in equal or unequal ways.

If PVPers can PVP immediately and the way they want too, and Carebears can completely avoid being killed...will the game be better or worse?

If PVPers have to jump through some hoops, to PVP, and Carebears, are never 100% safe, will the game be better or worse?

If PVPers can kill whenever they want, however they want, and carebears are never 100% safe, is that better or worse?

If PVPers have to jump through hoops to PVP, and carebears can completely avoid being killed, will the game be better or worse?

Obviously when presented this way, its bad to have it be unequal. Both players should have risk. PVPs should have to try for their kills, have hoops to jump through, risk, there might not be a kill at the end of this for you. And, carebears, should never be 100% safe.

Now as yourself.

Do these changes change that paradigm at all?

Oh theres a new hoop to jump through. Sure. But is the overall paradigm intact? Yes?

Wow.
Eli Apol
Definitely a nullsec alt
#109 - 2015-02-11 18:09:33 UTC  |  Edited by: Eli Apol
Kraft Ogburn wrote:
The question is. Will the game be healthier, thus more players, thus more "content", if you make it harder or easier on both groups, in equal or unequal ways.
People that will join these corps would probably have stayed in an NPC corp anyways.

PvPers who want to gank them, still can.
Awoxers still won't be able to awox them.
Wardeccers still won't be able to wardec them....

Status Quo maintained for all the kiddies who want to kick sand in the carebears faces.


Carebears gain...a unified chat channel. OMG NOOOO, CCP wai u do this?!?

but what would I know, I'm just a salvager

Elenahina
Federal Navy Academy
Gallente Federation
#110 - 2015-02-11 18:11:37 UTC
Kraft Ogburn wrote:

The question is. Will the game be healthier, thus more players,


The assumption that more players necessarily means the game is healthy may not be correct. There are a hell of a lot more variables in that equation than just "number of players".

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Kraft Ogburn
After School Hentai Club
#111 - 2015-02-11 18:13:06 UTC
Exactly.

What would be nice, is if there was more stuff DO in a player corp, than there is in an NPC corp, or completely alone. It makes everything easier, but ultimately its pretty much the same. By the time you "graduate" (have the SP) to head out to where the rewards and content are more satisfying, none of this matters. None of those corps let in AWOXers anyways, and for them, nothing has changed at all.

More carrot. Less stick.
Kraft Ogburn
After School Hentai Club
#112 - 2015-02-11 18:14:17 UTC  |  Edited by: Kraft Ogburn
Elenahina wrote:
Kraft Ogburn wrote:

The question is. Will the game be healthier, thus more players,


The assumption that more players necessarily means the game is healthy may not be correct. There are a hell of a lot more variables in that equation than just "number of players".


True, though more people, means more things happening, more things happening, is probably always good. Even if its negative, its still good. Like CODE.

Love it or hate it. Thats content. Sure you can do that with the playerbase we have, but more people, means more people bumping into each other and more emergent content.

And I totally get that separating the game into two player bases effectively would be bad, I dont think anyone anywhere would suggest that or that CCP would ever do that.
Reiisha
#113 - 2015-02-11 18:19:00 UTC
Unsuccessful At Everything wrote:
Reiisha wrote:
None of these changes would have been necessary if people weren't abusing the crap out of massive loopholes all the time just to try and make people quit the game.

Just saying.


Citation needed.


12 years of experience.

If you do things right, people won't be sure you've done anything at all...

Elenahina
Federal Navy Academy
Gallente Federation
#114 - 2015-02-11 18:23:31 UTC  |  Edited by: Elenahina
Feyd Rautha Harkonnen wrote:

The meat of it is that many feel existing NPC corp taxes are too low and a pre-existing condition, and if you don't boot players after 30 days from NPC corps, you should at least increase NPC corp taxes to 50%+ to adequately reflect a premium for being 100% safe from wardecs.


Until CCP decides to tax ALL income for players in NPC corporations (and I mean all of it - market orders, player trades, contracts - the whole nine yards), this is a laughable premise. Sure, your mission runners and incursioners might move to player corps, but they're no more likely to engage in PvP than they are now. The miners and market hub guys would be completely unaffected even if you made it 100% because none of their money is taxable by the corp anyway.

Kraft Ogburn wrote:
Exactly.

What would be nice, is if there was more stuff DO in a player corp, than there is in an NPC corp, or completely alone. It makes everything easier, but ultimately its pretty much the same. By the time you "graduate" (have the SP) to head out to where the rewards and content are more satisfying, none of this matters. None of those corps let in AWOXers anyways, and for them, nothing has changed at all.

More carrot. Less stick.

Player corporations don't need more stuff to do - they already have access to everything in the game - unless you mean arbitrarily limiting access to things for members of NPC corps - but I doubt that's what you were trying to get at.

What's missing is a reason for a Player Corporation to exist at all. If the members of the corporation don't feel any sense of common identity, they have no real reason to defend the corporation - no skin in the game, as my father would say. They can drop that corp and move on to a new one with the same people and literally no one would care.

Take my corp, for example - Agony has a name - a reputation within the larger Eve community. The members have a common sense of identity, because of that reputation, and we have a common set of goals. That makes our corporation worth defending - we're not protecting space pixels, but we are defending our reputation as a corp.

That is what is missing from most player corporations - something worth fighting over. Until they have that, they're just untaxed NPC corporations, and they're considered disposable by their members.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Elenahina
Federal Navy Academy
Gallente Federation
#115 - 2015-02-11 18:24:58 UTC
Reiisha wrote:
Unsuccessful At Everything wrote:
Reiisha wrote:
None of these changes would have been necessary if people weren't abusing the crap out of massive loopholes all the time just to try and make people quit the game.

Just saying.


Citation needed.


12 years of experience.


The plural of anecdote is not evidence.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Feyd Rautha Harkonnen
Doomheim
#116 - 2015-02-11 18:29:27 UTC  |  Edited by: Feyd Rautha Harkonnen
Kraft Ogburn wrote:
Exactly.

What would be nice, is if there was more stuff DO in a player corp, than there is in an NPC corp, or completely alone. It makes everything easier, but ultimately its pretty much the same. By the time you "graduate" (have the SP) to head out to where the rewards and content are more satisfying, none of this matters. None of those corps let in AWOXers anyways, and for them, nothing has changed at all.

More carrot. Less stick.

You know, this tweaked me on a recent comparative experience...

I recently spent some time grinding spacebucks in Elite:Dangerous to finally be able to afford my pimp-fit 'Python' ship. When I lost it I initially cringed, hard, expecting a hit to my wallet as happens in EvE.... But then I received a 96% insurance payout, by default, ship and modules.

Know what I did? I immediately reshipped and got back to shooting things, and dying again. And again.

The impact of this cannot be overstated.

While I understand 'the market' sets ship and module prices in EvE, the cold hard fact is (IMHO) that the main reasons players in EvE are so risk averse, is that the loss of ships/modules has a much higher impact vs. other games. The answer to constant cries for nerfs may not be to do changes that reduce conflict, but to simply make conflict more bearable.

Sure, you still want people to grind for initial ship/module purchases (and those can still be very high or higher), but just imagine the beautiful carnage that would result with a 96% insurance payout on losses.

My hope is we get more out-of-the-box thinking like this and what is displayed in competing games, that address risk aversion in conflict-generating ways, rather than throwing baby out with bathwater with mechanics nerfs.

F
Agent Known
State War Academy
Caldari State
#117 - 2015-02-11 18:32:45 UTC
The best part about this thread is the irony of it all: a thread whining about the whining for nerfs to ganks.

Just because some people don't like the "safety" of high-sec compared to other parts of New Eden doesn't mean it'll be changed. The players have always come up with ways around the current mechanics (hyper-dunking, as much as I hate the term, is an example).

Honestly, if the state of high-sec bothers anyone, they should move to lowsec/nullsec where there's no shortage of targets who will actually fight back ...unlike the majority of highsec players who want to play the game their way and not "forced" to do anything. After all, it's a sandbox.
Ranger 1
Ranger Corp
Vae. Victis.
#118 - 2015-02-11 18:37:01 UTC
Feyd Rautha Harkonnen wrote:
Kraft Ogburn wrote:
Exactly.

What would be nice, is if there was more stuff DO in a player corp, than there is in an NPC corp, or completely alone. It makes everything easier, but ultimately its pretty much the same. By the time you "graduate" (have the SP) to head out to where the rewards and content are more satisfying, none of this matters. None of those corps let in AWOXers anyways, and for them, nothing has changed at all.

More carrot. Less stick.

You know, this tweaked me on a recent comparative experience...

I recently spent some time grinding spacebucks in Elite:Dangerous to finally be able to afford my pimp-fit 'Python' ship. When I lost it I initially cringed, hard, expecting a hit to my wallet as happens in EvE.... But then I received a 96% insurance payout, by default, ship and modules.

Know what I did? I immediately reshipped and got back to shooting things, and dying again. And again.

The impact of this cannot be overstated.

While I understand 'the market' sets ship and module prices in EvE, the cold hard fact is (IMHO) that the main reasons players in EvE are so risk averse, is that the loss of ships/modules has a much higher impact vs. other games. The answer to constant cries for nerfs may not be to do changes that reduce conflict, but to simply make conflict more bearable.

Sure, you still want people to grind for initial ship/module purchases (and those can still be very high or higher), but just imagine the beautiful carnage that would result with a 96% insurance payout on losses.

My hope is we get more out-of-the-box thinking like this and what is displayed in competing games, that address risk aversion in conflict-generating ways, rather than throwing baby out with bathwater with mechanics nerfs.

F

Interesting thought, however the EVE economy would have to be completely reworked if this came to pass... not to mention every other game mechanic based on the "risk vs. reward" principal.

In other words, that change would require a complete rewrite of the game... which is highly unlikely to happen.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Barbara Nichole
Royal Amarr Institute
Amarr Empire
#119 - 2015-02-11 18:40:51 UTC
Feyd Rautha Harkonnen wrote:
I report, you decide.

F

Two or three of the items on your list strike me as being balance tipped. but the rest were long overdue. I also noticed you completely ignore any improvements to combat, mods, or ganking useable ships or strategies that have been made over the same period. For example, when the EHP was improved on barges (also overdue) things were out of balance for a bit until the rebalance of other ships.. the "perceived" EHP advantage has been significantly reduced. Your whining here seems to me to be completely one sided tear letting.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Unsuccessful At Everything
The Troll Bridge
#120 - 2015-02-11 18:44:51 UTC
Reiisha wrote:
Unsuccessful At Everything wrote:
Reiisha wrote:
None of these changes would have been necessary if people weren't abusing the crap out of massive loopholes all the time just to try and make people quit the game.

Just saying.


Citation needed.


12 years of experience.


12 years of experience.. doing what?
12 years of experience flipping burgers does not qualify one to run a Fortune 500 company.
12 years experience roofing houses doesn't mean you qualify to speak authoritatively on construction of an aircraft carrier.

Once again, Citation needed. This isn't C&P, were going to need some proof.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?