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Crime & Punishment

 
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End of the Awoxer? Is eve getting too soft?

Author
Veers Belvar
Swordmasters of New Eden
#541 - 2015-02-23 00:59:29 UTC
Destiny Corrupted wrote:
Veers Belvar wrote:
Destiny Corrupted wrote:
I kind of want them to remove wars, ganking, and theft now, just to see what would happen to the game. That's arguably more valuable and entertaining for me than EVE's survival at this point. Would be interesting to know just where things would go with unrestricted potential for income, and much fewer resource and ISK sinks.


The change would be relatively minimal...anyone with even mediocre competence can already make isk relatively risk free just about anywhere. The only folks currently getting beat up are new/casual players.

Really? Because I find competence to be in short supply in this game, and most others for that matter.

Like I said, I'd like to see. I've played other games that underwent similar changes (although they were much smaller, and it happened much earlier on). But none of those games was alive longer than a few months (and no, I'm not saying the changes caused their demise, they were simply crappy indie MMOs).


People generate isk at will afk ratting and mining....ditto for wormhole folks, lowsec l5 runners, highsec incursion and mission runners, etc....

Getting rid of the destruction of some highsec miners and haulers would make nary a dent on the ease of generating isk in the game. It's already super easy...it just takes some time and a tolerance for boredom...code and other griefers have not been able to have anything approaching a material impact.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#542 - 2015-02-23 01:19:16 UTC
Everything has an effect. Even blowing up a T1-fit Venture has an effect. Also, I wouldn't put wormholes into the "afk ISK" category.

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

Veers Belvar
Swordmasters of New Eden
#543 - 2015-02-23 01:25:02 UTC
Destiny Corrupted wrote:
Everything has an effect. Even blowing up a T1-fit Venture has an effect. Also, I wouldn't put wormholes into the "afk ISK" category.


Obviously. Buying a pen instead of a pencil has an effect on the world economy. Ditto for parking your car 12 feet v. 20 feet from your house. But the effect is small, as is the cumulative impact of highsec griefers on the broader economy.

And my list was not of afk activities...it was simply a list of ways to make loads of isk in relative safety.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#544 - 2015-02-23 01:51:19 UTC  |  Edited by: Destiny Corrupted
Actually, the economy doesn't have to adjust much for a significant impact to be had. If we're in a state of relative equilibrium right now (and it looks like we are, as there are no significant fluctuations going on), moving production just a few percentage points in either direction can have drastic consequences, especially considering the time scale EVE operates on; you don't have to wait a whole year to observe the effects of various changes.

There are two more factors at play here, too.

The first is that destruction isn't a static value that rises independently through the intensity of the activities of pvp players, but is actually proportional to the amount of generation that occurs, as a percentage of the total. So getting rid of the destruction would have a meaningful impact on the entire curve, as opposed to shaving a little bit off at the edges.

Second, the impact that destruction has on the economy is measured not only in the actual amount of goods destroyed, but also in the loss of potential generation that occurs due to producers not being able to operate at their full capacity due to the player-driven risks inherent in the system. A miner at war doesn't just lose barges, but also mines less minerals as a result of the war.

The impact that destruction has on the game's economy is significant. For example, look at page 36 of this QEN. It shows that empire space is responsible for significantly more pvp losses by value than null, and considering that low-sec has at best about 8% of high-sec population on a good day, most of that value comes from high-sec losses.

Removing what appears to be about half of the game's destruction would be catastrophic for the economy, especially considering that a lot more people would move to high-sec for income generation if it became truly safe.

Now, I'm not saying "omg EVE would totally die" or anything like that. But it's inconceivable to me that the economy would still function like an economy, and not some kind of barter system administered by armchair-pro twelve-year-olds, much like what we had in Diablo 2.

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

Veers Belvar
Swordmasters of New Eden
#545 - 2015-02-23 02:04:43 UTC
Destiny Corrupted wrote:
Actually, the economy doesn't have to adjust much for a significant impact to be had. If we're in a state of relative equilibrium right now (and it looks like we are, as there are no significant fluctuations going on), moving production just a few percentage points in either direction can have drastic consequences, especially considering the time scale EVE operates on; you don't have to wait a whole year to observe the effects of various changes.

There are two more factors at play here, too.

The first is that destruction isn't a static value that rises independently through the intensity of the activities of pvp players, but is actually proportional to the amount of generation that occurs, as a percentage of the total. So getting rid of the destruction would have a meaningful impact on the entire curve, as opposed to shaving a little bit off at the edges.

Second, the impact that destruction has on the economy is measured not only in the actual amount of goods destroyed, but also in the loss of potential generation that occurs due to producers not being able to operate at their full capacity due to the player-driven risks inherent in the system. A miner at war doesn't just lose barges, but also mines less minerals as a result of the war.

The impact that destruction has on the game's economy is significant. For example, look at page 36 of this QEN. It shows that empire space is responsible for significantly more pvp losses by value than null, and considering that low-sec has at best about 8% of high-sec population on a good day, most of that value comes from high-sec losses.

Removing what appears to be about half of the game's destruction would be catastrophic for the economy, especially considering that a lot more people would move to high-sec for income generation if it became truly safe.

Now, I'm not saying "omg EVE would totally die" or anything like that. But it's inconceivable to me that the economy would still function like an economy, and not some kind of barter system administered by armchair-pro twelve-year-olds, much like what we had in Diablo 2.


Unfortunately you are seriously confused about economics. Briefly:

1. The eve economy is certainly not in equilibrium...plex prices tanked right after the ISBoxer change....anomalies continued to be farmed driving down deadspace mod prices.....nullsec is in a state of flux...and other developments make Eve very far from any kind of equilibrium state.

2. Even assuming, arguendo, that eve was in an equilibrium state, that would have nothing to do with the magnitude of the impact of a change in a production. If anything, an equilibrium state would experience less shock from that sort of change.

3. Why on earth is destruction proportional to generation? Destruction is fixed by the impact of players looking to blow things up. It is either uncorrelated, or anti-correlated with production.

4. Most of the losses in highsec are PvE players getting blown up by rats, or RvB fights, etc...the wardeccers, gankers, awoxxers, etc... have a truly minimal impact. Also, don't forget substitution effects....PvPers would not quit the game - they would go to nullsec and fight there.

To wit, your economic analysis is shoddy....you can do better.
Cannibal Kane
Viziam
Amarr Empire
#546 - 2015-02-23 02:12:46 UTC
Veers Belvar wrote:
Destiny Corrupted wrote:
Actually, the economy doesn't have to adjust much for a significant impact to be had. If we're in a state of relative equilibrium right now (and it looks like we are, as there are no significant fluctuations going on), moving production just a few percentage points in either direction can have drastic consequences, especially considering the time scale EVE operates on; you don't have to wait a whole year to observe the effects of various changes.

There are two more factors at play here, too.

The first is that destruction isn't a static value that rises independently through the intensity of the activities of pvp players, but is actually proportional to the amount of generation that occurs, as a percentage of the total. So getting rid of the destruction would have a meaningful impact on the entire curve, as opposed to shaving a little bit off at the edges.

Second, the impact that destruction has on the economy is measured not only in the actual amount of goods destroyed, but also in the loss of potential generation that occurs due to producers not being able to operate at their full capacity due to the player-driven risks inherent in the system. A miner at war doesn't just lose barges, but also mines less minerals as a result of the war.

The impact that destruction has on the game's economy is significant. For example, look at page 36 of this QEN. It shows that empire space is responsible for significantly more pvp losses by value than null, and considering that low-sec has at best about 8% of high-sec population on a good day, most of that value comes from high-sec losses.

Removing what appears to be about half of the game's destruction would be catastrophic for the economy, especially considering that a lot more people would move to high-sec for income generation if it became truly safe.

Now, I'm not saying "omg EVE would totally die" or anything like that. But it's inconceivable to me that the economy would still function like an economy, and not some kind of barter system administered by armchair-pro twelve-year-olds, much like what we had in Diablo 2.


Unfortunately you are seriously confused about economics. Briefly:

1. The eve economy is certainly not in equilibrium...plex prices tanked right after the ISBoxer change....anomalies continued to be farmed driving down deadspace mod prices.....nullsec is in a state of flux...and other developments make Eve very far from any kind of equilibrium state.

2. Even assuming, arguendo, that eve was in an equilibrium state, that would have nothing to do with the magnitude of the impact of a change in a production. If anything, an equilibrium state would experience less shock from that sort of change.

3. Why on earth is destruction proportional to generation? Destruction is fixed by the impact of players looking to blow things up. It is either uncorrelated, or anti-correlated with production.

4. Most of the losses in highsec are PvE players getting blown up by rats, or RvB fights, etc...the wardeccers, gankers, awoxxers, etc... have a truly minimal impact. Also, don't forget substitution effects....PvPers would not quit the game - they would go to nullsec and fight there.

To wit, your economic analysis is shoddy....you can do better.


My god.... I cannot believe I am agreeing with Veers. Point 4 is correct. Something I have been saying for a long time as well.

The way people talk you would think that ganking and wardeccing is the greatest ship killer in the game. When in fact it is not and you have people overstating their impact on every news site or forum. Giving the perception that impact is made.

"Kane is the End Boss of Highsec." -Psychotic Monk

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#547 - 2015-02-23 02:18:29 UTC  |  Edited by: Destiny Corrupted
1. The values of goods and currency fluctuating against one another doesn't mean that an equilibrium doesn't exist.

2. Drastically increasing output would create an overabundance of certain types of goods (and currency itself). They could lose value to such an extent that they'd become worthless, and players would have to find substitutes around which to base the economy. If you want a good example, take any multiplayer game with a player-driven economy in which there's no destruction, and look at what happens to its currency shortly after release.

3. Because the amount of assets destroyed is proportional to the amount of assets risked. If production doubles tomorrow, but destruction is still intact, then gankers will make twice as much money, for example, because haulers will tend to be twice as fat. It's an overly-simplified example, but a valid one.

4. The chart I linked specifically says "pvp losses," and also specifically mentions that they're higher in empire. Also, I don't agree with the second part of your point. High-sec pvpers play for a specific type of gameplay. If that's gone, they're unlikely to move to null. I know that I wouldn't, and I know that a lot of people I talk to in the community on a daily basis wouldn't. Some would, but it would be a small amount. You know how you (and others sharing your line of arguments) keep saying how high-sec miners, missioners, etc, are interested in doing their specific things, and if those things are taken away, they'll just go elsewhere instead of changing up their play style at the whims of other players? That's more or less a universal principle.

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

Veers Belvar
Swordmasters of New Eden
#548 - 2015-02-23 02:27:08 UTC
Destiny Corrupted wrote:
1. The values of goods and currency fluctuating against one another doesn't mean that an equilibrium doesn't exist.

2. Drastically increasing output would create an overabundance of certain types of goods (and currency itself). They could lose value to such an extent that they'd become worthless, and players would have to find substitutes around which to base the economy. If you want a good example, take any multiplayer game with a player-driven economy in which there's no destruction, and look at what happens to its currency shortly after release.

3. Because the amount of assets destroyed is proportional to the amount of assets risked. If production doubles tomorrow, but destruction is still intact, then gankers will make twice as much money, for example, because haulers will tend to be twice as fat. It's an overly-simplified example, but a valid one.

4. The chart I linked specifically says "pvp losses," and also specifically mentions that they're higher in empire. Also, I don't agree with the second part of your point. High-sec pvpers play for a specific type of gameplay. If that's gone, they're unlikely to move to null. I know that I wouldn't, and I know that a lot of people I talk to in the community on a daily basis wouldn't. Some would, but it would be a small amount. You know how you (and others sharing your line of arguments) keep saying how high-sec miners, missioners, etc, are interested in doing their specific things, and if those things are taken away, they'll just go elsewhere instead of changing up their play style at the whims of other players? That's more or less a universal principle.


1. Actually it does. An equilibrium implies stagnant prices, or prices increasing directly in proportion to known factors. The highly manipulated, erratic, illiquid, etc... eve economy certainly does not qualify.

2. Sure, if you DRASTICALLY increase output. But who is talking about that? We are talking about highsec griefers....a minimal impact on the economy - getting rid of them would not drastically increase anthing.

3. sure....destruction correlates to risk...but risk does NOT correlate to production. If I produce twice as many catalysts...why does that make haulers twice as fat? Haulers are hauling existing stocks of goods to meet market demand...not necessarily new goods produced. Plus, production can be focused where demand is. Your whole model breaks down terribly.

4. Sure - now show me how highsec PvP losses compare to total losses....and then subtract RvB who would happily go to nullsec. You will find that the impact is muted. As for highsec PvPers qutting...sure, some will. But there just aren't that many to begin with. CODE barely gets 15 pilots these days.....throw in a few more small ganking groups...marmite (with maybe 50 active pilots), and some wardeccers...and you get what? A few hundred at most...many part time? Compare that to the thousands of PvE players, or thousands of nullsec line members.

So yes, some would quit, but the community just isn't that big, and doesn't do all that much. It's a pain for new/casual players, and a pain for afk players, but nearly a non-entity for semi-alert vets.
Veers Belvar
Swordmasters of New Eden
#549 - 2015-02-23 02:28:54 UTC
Cannibal Kane wrote:


My god.... I cannot believe I am agreeing with Veers. Point 4 is correct. Something I have been saying for a long time as well.

The way people talk you would think that ganking and wardeccing is the greatest ship killer in the game. When in fact it is not and you have people overstating their impact on every news site or forum. Giving the perception that impact is made.


It's not the quantity - its the quality. People are frustrated by how easy it is to violate the law, about bumping, about hyperdunking, about one sided wars. It's not the isk damage, it's the frustration of being forced into PvP that you don't want.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#550 - 2015-02-23 02:37:26 UTC  |  Edited by: Destiny Corrupted
1. Nope. A market equilibrium on a macroeconomic scale implies stable production and a lack of significant externalities. Goods, services, and currency can still fluctuate against each other. I'm not talking about equilibrium with regard to specific, individual products, but the market as a whole.

2. Over half of all pvp losses by value happen in empire space. I've provided supporting evidence of that. Getting rid of half of the destruction in the game (plus the associated opportunity costs) would amount to a "DRASTIC" increase in output.

3. The economy operates on the principle of proportionality. It's a sound model, considering it's the one academically chosen to act as fact in our world.

4. Yes, RvB is part of the picture, however, if you look at their entire existence on the killboards, they actually amount to a tiny percentage of all high-sec pvp activity. Only about a sixth of what Marmite alone accomplishes, in fact.

And yes, even though there aren't many of us out there, we are responsible for a huge amount of destruction that goes on in EVE. The kill boards are available to you, and all the numbers are right there.

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

Solonius Rex
Federal Navy Academy
Gallente Federation
#551 - 2015-02-23 03:09:27 UTC
Veers Belvar wrote:
Solonius Rex wrote:


I already did, when I responded to your comment about how you thought removing Awox would(hopefully) increase corp recruitment, where I pointed out two specific reasons as to how, from neither the corps position, nor the players position, that Awox hadnt prevented people from joining corps in the first place, or recruting players in the first place.

And again, I ask you, do you really think that people like Veers, for example, will start recruiting or join an




If awoxxing, wardeccs, and theft were removed, I would absolutely join a player corp. I sit in a 1 man corp not out of some deep belief in their structure, but as a response to fundamentally broken and dysfunctional game mechanics, hopefully soon to be fixed.


Awoxing has been removed. Theft isnt an issue as long as you have nothing to steal that is placed in a public hangar or POS, or give out any roles. And wardecs are an easy mechanic to avoid, if you dont belong in any alliance, as there is already an alliance out there that allows you to join just so you can transfer your war to it, and then leave, allowing your corp to avoid the wardec.

So there is literally nothing preventing you from recruiting players into your corp, or joining other players corps.
Solonius Rex
Federal Navy Academy
Gallente Federation
#552 - 2015-02-23 03:26:31 UTC  |  Edited by: Solonius Rex
Veers Belvar wrote:
Cannibal Kane wrote:


My god.... I cannot believe I am agreeing with Veers. Point 4 is correct. Something I have been saying for a long time as well.

The way people talk you would think that ganking and wardeccing is the greatest ship killer in the game. When in fact it is not and you have people overstating their impact on every news site or forum. Giving the perception that impact is made.


It's not the quantity - its the quality. People are frustrated by how easy it is to violate the law, about bumping, about hyperdunking, about one sided wars. It's not the isk damage, it's the frustration of being forced into PvP that you don't want.


That seems to be someone who is playing the wrong game. The fact that you do not like violence, do not like it that people shoot at you, or dont want to shoot at other people, means that playing games like Call of Duty is probably not going to work out for you.

In Eve, CCP has designed the game to be in a way that there may necessarily be PVP whether you like it or not. If they didnt, they wouldve allowed people to toggle a switch to disallow any form of PVP contact to be applied to you, or prevented any sort of PVP from occurring. Instead, we have a mechanic that punishes, but not necessarily prevents or protects players from non-consensual PVP. CCP is essentially saying "Yes, it is illegal for you to fire on another ship in hisec without their consent within the games lore and content, but we want to always allow players to kill without consent. That option should always be availeable, and all capsuleers should be prepared to face this possibility and act accordingly".

There are certainly games out there where it is necessarily impossible for another player to PVP you without your consent. But Eve is not one of them.
Lucas Kell
Solitude Trading
S.N.O.T.
#553 - 2015-02-23 08:01:30 UTC
Solonius Rex wrote:
I already did, when I responded to your comment about how you thought removing Awox would(hopefully) increase corp recruitment, where I pointed out two specific reasons as to how, from neither the corps position, nor the players position, that Awox hadnt prevented people from joining corps in the first place, or recruting players in the first place.

And again, I ask you, do you really think that people like Veers, for example, will start recruiting or join an
So because you said it, that's fact is it? I assume that means that you will not be providing actual proof?

And I don;t know what Veers does, isn't he an incursion runner or something? I imagine if he joined a corp he'd have other things to worry about since everyone in this forum seems to have a massive problem with Veers, so perhaps for him it's not an option, but a couple of the random little corps some of my alts are in have started more actively recruiting now, so yes, I believe people will recruit.

Solonius Rex wrote:
Never said that. Please stop lying. Let me quote myself where I specifically stated that they complained:
“First off, the suggestion is within the complaints of how they want to stop the nerf from happening in the first place. “
To more fully quote you:

"First off, the suggestion is within the complaints of how they want to stop the nerf from happening in the first place. But even then, the people who complain about the nerfs, stop complaining after a while, because they learn to accept it and move on. I mean, honestly, when was the last time you heard a ganker complain about how Mining barge HP was buffed, on the forums?

And yet, on the opposite side, we have people who constantly complain about ganking and bumping, while not lifting a finger to mitigate the risk, work around the problem and safely haul and mine. "

So that's not you suggesting that the ganker side is superior because the carebear side complains forever, while the gankers move on, even though it's clearly not the case based on the amount of times gankers bring up "the history of nerfs" whenever a carebear makes a suggestion.

Solonius Rex wrote:
Where have you been the past year or so? Havent you heard of the many nullsec battles going on between the various coalitions? S2N vs CFC? Battlement coalition VS CFC? HERO vs those russians? Havent you ever heard of PFR? I rarely ever keep up with Nullsec news, and yet even I have a vague recollection of these events.
I'm well aware that existing null groups are fighting, just like they always have. But there's still loads of people who don't live in and have never lived in null complaining about the blue doughnut. They don't do a goddamn thing.

Solonius Rex wrote:
Youve mentioned this twice, but I dont see how an Indy being an alt, is problematic to my argument. Why do you keep bringing this up, as if it were somehow a problem?

But okay, so the ability to set up and use POSes to its fullest between members whenever you want instead of having to contract or have multiple POS stations up, things that like arent at all benefits? Being able to coordinate and hand out ships in your corp hangars, things like that have no benefit? I think you should share this secret to all those indy corps trying to recruit players.
You don;t see why it's a problem that a systems designed to let people work together is mostly used by solo layers an their alts?

And sure, you can set up a POS, but you can do that with one guy too. The second you get beyond an insignificant size you'll just get wardecced and have your POS destroyed anyway, or you'll have to pay billions defending it which it definitely won't make you in any reasonable amount of time.

To be honest, the state of the game speaks for itself. You can;t name any significantly sized industry corporations in highsec not padded out with alts. The reason for that is that any benefit you might theoretically have are outweighed by the fact that you'll be destroyed.

Solonius Rex wrote:
Without an API? Yes, I agree, hes a terrible CEO. But thankfully, theres this thing called an API, you know, that lets you check if a player that joins your corp, has and/or is skilling up for combat skills, or industry skills. And did you know that you can actually check if someone who is claiming to want to be a miner, is actually skilling up mining skills? Amazing, huh? I know this API thing is new, but you should really check it out.

Also, theres more than 4 corps, far more, but even if there werent, how is that hardly a good experience for the noob? Are you saying that corps like Eve University provide bad experiences to new players? I dont understand your logic here.
I'm aware. Are you aware that a competent awoxer can do so with just tutorial skills? Are you aware that real noobs quite often skill in multiple areas? Are you aware that claiming to have attempted missions, something a lot of noobs do, is a further good reason have have prior trained a few additional gunnery skills?

And yes, I'm saying EVE-Uni proves a bad experience, since it's one experience. The great thing about EVE is that you used to be able to come in and do what you want. Now you pretty much have to move out to null or WH space if you want to do anything beyond PvP outside of an NPC corp. Joining what is effectively a corp that adds linear progression to EVE is hardly what I'd consider a good idea.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#554 - 2015-02-23 08:11:13 UTC
Destiny Corrupted wrote:
I kind of want them to remove wars, ganking, and theft now, just to see what would happen to the game. That's arguably more valuable and entertaining for me than EVE's survival at this point. Would be interesting to know just where things would go with unrestricted potential for income, and much fewer resource and ISK sinks.
Ganking and theft should stay. The wardec system a it currently stands, being just a "turn off concord" button should be replaced with something that encourages players to fight over something rather than corps to just target the easy and weak targets in the hundreds. Like when RvB and the mercs fought over POCOs, that was a good example of what I'd like to see the wardec mechanics encourage, but something that rewards players for it. I've stated an idea before to have a system where you fight for a short term stake in a given area with the industry players there paying the owner to use it, taking a cut of bounties, taxes, fees, etc.

Destiny Corrupted wrote:
Really? Because I find competence to be in short supply in this game, and most others for that matter.
Then maybe you should move out of highsec. When you hang around in what is effectively the noobs zone, you'll encounter a lot of noobs.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#555 - 2015-02-23 08:21:34 UTC
Solonius Rex wrote:
And wardecs are an easy mechanic to avoid, if you dont belong in any alliance, as there is already an alliance out there that allows you to join just so you can transfer your war to it, and then leave, allowing your corp to avoid the wardec.
This doesn't actually work anymore, hasn't for years.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Mike Adoulin
Happys Happy Hamster Hunting Club
#556 - 2015-02-23 09:02:42 UTC
Yeah, CCP fixed the decshield loophole.

I wonder why they even bothered, since they decided dissolving one's corp to avoid a dec isn't an exploit anymore.

Everything in EVE is a trap.

And if it isn't, it's your job to make it a trap...:)

You want to know what immorality in EVE Online looks like? Look no further than Ripard "Jester" Teg.

Chribba is the Chuck Norris of EVE.

Gerhard Stringfellow
The Scope
Gallente Federation
#557 - 2015-02-23 09:03:06 UTC
If I had a guess in summary to all of this, it's probably that CCP doesn't want to discourage new capsuleers early on and encourage an increase in new capsuleers; not saying it's correct, but that would be my reasoning. Plus, established capsuleers have significant advantages, and this is a way of negating the lvl 85 from just continually monkeystomping the brand new guy.

Another pubbie elite PvE pay to win mining carebear

Black Pedro
Mine.
#558 - 2015-02-23 09:11:44 UTC
Gerhard Stringfellow wrote:
If I had a guess in summary to all of this, it's probably that CCP doesn't want to discourage new capsuleers early on and encourage an increase in new capsuleers; not saying it's correct, but that would be my reasoning. Plus, established capsuleers have significant advantages, and this is a way of negating the lvl 85 from just continually monkeystomping the brand new guy.

Nah, this change doesn't do any of that. An established capsuleer can still set up a corp with the flag off, recruit a bunch of new players and blow them up at their leisure.

In fact this does the opposite - it gives increased security to established players from new players (or people pretending to be new players) by removing the major risk to their expensive ships. CCP hopes that removing this risk will encourage established players to recruit new players more readily and get them into corps where statistics show they are more likely to stay with the game. It probably won't do that of course, but that is CCP's rationale.
Gerhard Stringfellow
The Scope
Gallente Federation
#559 - 2015-02-23 09:15:07 UTC
Black Pedro wrote:
Gerhard Stringfellow wrote:
If I had a guess in summary to all of this, it's probably that CCP doesn't want to discourage new capsuleers early on and encourage an increase in new capsuleers; not saying it's correct, but that would be my reasoning. Plus, established capsuleers have significant advantages, and this is a way of negating the lvl 85 from just continually monkeystomping the brand new guy.

Nah, this change doesn't do any of that. An established capsuleer can still set up a corp with the flag off, recruit a bunch of new players and blow them up at their leisure.

In fact this does the opposite - it gives increased security to established players from new players (or people pretending to be new players) by removing the major risk to their expensive ships. CCP hopes that removing this risk will encourage established players to recruit new players more readily and get them into corps where statistics show they are more likely to stay with the game. It probably won't do that of course, but that is CCP's rationale.


Actually, looking at it that way makes a lot of sense. +1 to you good sir

Another pubbie elite PvE pay to win mining carebear

Destiny Corrupted
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#560 - 2015-02-23 09:51:29 UTC  |  Edited by: Destiny Corrupted
Lucas Kell wrote:
Destiny Corrupted wrote:
Really? Because I find competence to be in short supply in this game, and most others for that matter.
Then maybe you should move out of highsec. When you hang around in what is effectively the noobs zone, you'll encounter a lot of noobs.

High-sec isn't the only area of space I live in. In fact, I live in all of them. And that said, I stand by my statement.

Lucas Kell wrote:
So that's not you suggesting that the ganker side is superior because the carebear side complains forever, while the gankers move on, even though it's clearly not the case based on the amount of times gankers bring up "the history of nerfs" whenever a carebear makes a suggestion.

It's laughable how you define "bringing up a history of" as whining. By now, everyone here already knows that your stance is that anything said against developer-sponsored change is "whining," but it would be nice if you at the very least acknowledged the incessant begging by the carebear lobby in order to restrict high-sec pvp as whining as well. I'm not even going to try to convince you that merely talking about the factual history of anti-risk nerfs in the game isn't whining, because you're too entrenched in your beliefs. We're the evil boogeymen, and everything we do and say is bad.

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