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why do players stay in npc corps?

First post
Author
Niobe Song
Center for Advanced Studies
Gallente Federation
#341 - 2015-03-15 19:55:56 UTC
Getting rid of NPC corps is not going to help CCP retain players.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#342 - 2015-03-15 20:40:33 UTC
i don't remember the part where scipio mentioned getting rid of npc corps
GetSirrus
Imperial Academy
Amarr Empire
#343 - 2015-03-15 23:18:19 UTC
Sibyyl wrote:
Being victimized and farmed for kills is the sandbox working as intended.


A well thought out and subjective analysis total supported by faster Concord Response times, increased wardec fees, removal of Boomerang and Brick Tank Procurer.

Maybe someone from CCP can interject a better answer than me.
Dalto Bane
The Scope
Gallente Federation
#344 - 2015-03-15 23:38:51 UTC
A year ago, I would have said," NPC Corps are what is wrong with this game...(along with mentioning war dodgers, etc, etc).

Today, I feel differently. As if I been bathed in an ocean of serenity. I honestly don't feel anything for pilots who remain a part of NPC Corps, hate, or otherwise.

I also don't value their opinions concerning Eve Online either..Twisted

Drops Mic

Hasikan Miallok
Republic University
Minmatar Republic
#345 - 2015-03-16 00:01:04 UTC
Scipio Artelius wrote:
Eli Stan wrote:
As far as I can tell, there are two anti-NPC corp arguments here:

1) NPC corp players are not social, do not interact with other players, and leave the game eventually because they get bored.

#1 is completely untrue. I definitely know there's a lot of social activity within CAS, and it sounds like FNA and SAK has some too.

In conclusion, IMO there are still no good reasons to change NPC corps.

Did you even read the OP?

It's not about 'do not interact with other players', it's about CCPs own data showing that the retention of players who remain in NPC Corps is lower than players that join player run Corps; and a discussion around why players remain in NPC Corps.

So it can't be completely untrue since it's CCP that has drawn the conclusion and clearly the very good reason for players to move is to increase new player retention.


Except in typical CCP fashion the logic is all wrong.

Players who are unsuited to EVE and will never really enjoy it tend to hang around an NPC corp till they finally quit.

Forcing them to move to a Player Corp will not miraculously transform them into EVE fans - you will be just be lumbering Player corps with a batch of uncommitted whiny players who will eventually quit anyway becasue the game does not actually suit them.
Kaarous Aldurald
Black Hydra Consortium.
#346 - 2015-03-16 00:17:07 UTC
Hasikan Miallok wrote:

Players who are unsuited to EVE and will never really enjoy it tend to hang around an NPC corp till they finally quit.

Forcing them to move to a Player Corp will not miraculously transform them into EVE fans - you will be just be lumbering Player corps with a batch of uncommitted whiny players who will eventually quit anyway becasue the game does not actually suit them.


If they'll quit eventually anyway, then who cares? CCP needs to be targeting the type of person who is interested in EVE, to get them engaged in the game quickly, instead of boring them to death too.

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

One of ours, ten of theirs.

Best Meltdown Ever.

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#347 - 2015-03-16 00:31:54 UTC
Hasikan Miallok wrote:
Forcing them to move to a Player Corp will not miraculously transform them into EVE fans - you will be just be lumbering Player corps with a batch of uncommitted whiny players who will eventually quit anyway becasue the game does not actually suit them.

Forcing isn't the word I would use. That doesn't seem like a very engaging way to treat people.

Giving people who are interested in the game, reasons to move outside NPC Corps to player corps isn't a bad thing in my view. Understanding why they stay in NPC Corps is a good place to start if that is what CCP hope to achieve.
Sibyyl
Garoun Investment Bank
Gallente Federation
#348 - 2015-03-16 00:37:41 UTC  |  Edited by: Sibyyl
Ferni Ka'Nviiou wrote:
Risk/Reward ratio in NPC corps is skewed, is it?

Well, how terrible.
It must be really risky for folks who Station Trade in Jita.

It's almost like.... You're talking with your heads in your asses.


You should try your hand at Station Trading and let us know how risk-free the activity is. Station Trading and corps have no relation, since the corporation you're in has no impact. Wardecs and NPC corps, however, are related and this is the crux of the discussion here.

I believe wardec immunity comes cheap at 11% tax. It's not enough. Wardec immunity is a foregone conclusion for most hisec PVE activities. Anything that is a foregone conclusion in a game full of options is unbalanced, by definition. I'm not as quick to blame wardecs over NPC corps as Mr. Epeen is. Both are related to each other, and there is some rethinking that needs to occur there.

Many people will argue against the changes, of course, because they are nice and cozy (not a good basis for an argument, in my opinion).

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Sibyyl
Garoun Investment Bank
Gallente Federation
#349 - 2015-03-16 00:43:40 UTC  |  Edited by: Sibyyl
GetSirrus wrote:
Sibyyl wrote:
Being victimized and farmed for kills is the sandbox working as intended.


A well thought out and subjective analysis total supported by faster Concord Response times, increased wardec fees, removal of Boomerang and Brick Tank Procurer.

Maybe someone from CCP can interject a better answer than me.


CONCORD is the #1 farmer of kills and tears in hisec.

Edit: Dat killboard efficiency. 99.5% for ISK, 99.9% all else. 2.1 trillion ISK of assets destroyed.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

ashley Eoner
#350 - 2015-03-16 01:54:43 UTC  |  Edited by: ashley Eoner
Ganking is an entirely risk free endeavor when done properly. As a ganker you know what your target has in capability and you always know if you're vulnerable or not as you're either docked or undocked in the act of attempting a gank. There's absolutely no real risk in ganking right now other then a minor cost in ships which you can easily factor in beforehand.

If you care about the sec status simply turning in some tags or hitting a NPC every half hour works..


Boomeranging is a bannable offense.
Kaarous Aldurald
Black Hydra Consortium.
#351 - 2015-03-16 01:58:55 UTC
ashley Eoner wrote:
Ganking is an entirely risk free endeavor when done properly.


So is almost everything else in the game.

If you play the game correctly, you will almost never die in highsec. (barring someone really dedicated going after you with smartbombs on a gate, or some such)

So yeah, condemn just gankers for playing the game well, hypocrite.

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

One of ours, ten of theirs.

Best Meltdown Ever.

ashley Eoner
#352 - 2015-03-16 02:11:34 UTC
Kaarous Aldurald wrote:
ashley Eoner wrote:
Ganking is an entirely risk free endeavor when done properly.


So is almost everything else in the game.

If you play the game correctly, you will almost never die in highsec. (barring someone really dedicated going after you with smartbombs on a gate, or some such)

So yeah, condemn just gankers for playing the game well, hypocrite.
There's at least a thousand things that could cause a loss in eve that is out of your control..

I'm no hypocrite I have gank alts myself. I just wanted to counter some of the crap you said earlier.
Kaarous Aldurald
Black Hydra Consortium.
#353 - 2015-03-16 02:37:22 UTC
ashley Eoner wrote:
There's at least a thousand things that could cause a loss in eve that is out of your control..


Unless said person is a ganker, in which case they're just magically immune according to you, right?

Trip over yourself more.

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

One of ours, ten of theirs.

Best Meltdown Ever.

KIller Wabbit
MEME Thoughts
#354 - 2015-03-16 02:53:17 UTC
Shin Jan wrote:

5. I don't want to hear your ugly voice through TS


One guy in the alliance could *not* shut up. If not under fleet comms, he would jabber aimlessly for hours on end. After weeks of this, it literally destroyed any sense of community that I had. I'll never sit on a VOIP server again just because *we have to be ready*. F U.

As many others have said - I play for downtime, not to be part of yet another high pressure, demanding organization. Internet spaceships may be serious business, but get a clue it's NOT supposed to be that way.


---
Signature held hostage


Nevyn Auscent
Broke Sauce
#355 - 2015-03-16 03:11:49 UTC
Sibyyl wrote:


I believe wardec immunity comes cheap at 11% tax. It's not enough. Wardec immunity is a foregone conclusion for most hisec PVE activities. Anything that is a foregone conclusion in a game full of options is unbalanced, by definition. I'm not as quick to blame wardecs over NPC corps as Mr. Epeen is. Both are related to each other, and there is some rethinking that needs to occur there.

Many people will argue against the changes, of course, because they are nice and cozy (not a good basis for an argument, in my opinion).

Look at Wardec corps behaviour.
If someone fights back and they get any kills at all, even cheap T1 cruiser & frigate kills, they will extend the wardec even longer.
This sort of PLAYER behaviour is what creates Wardec evasion. At best just staying docked is the right answer 99% of the time.
Because any form of interaction with someone wardeccing you simply opens you up to more wardecs.

As long as players behave that way, people won't be interested in taking part in Wardecs.

Also as long as there is no real benefit to a high sec corp people won't join high sec corps.
And if you push the NPC tax higher, people will just make more 1 man corps, which they will then recycle when wardecced.
If you push the NPC tax higher AND remove the ability to evade wardecs, people will just quit rather than be griefed like the current cycle creates.

So there is no simple bandaid fix or jesus solution. High sec needs to build over time more engaging corp play which doesn't simply get crushed by the null groups like POCO installation did initially.
Kaarous Aldurald
Black Hydra Consortium.
#356 - 2015-03-16 04:06:11 UTC  |  Edited by: ISD Ezwal
Nevyn Auscent wrote:

Also as long as there is no real benefit to a high sec corp people won't join high sec corps.
And if you push the NPC tax higher, people will just make more 1 man corps, which they will then recycle when wardecced.
If you push the NPC tax higher AND remove the ability to evade wardecs, people will just quit rather than be griefed like the current cycle creates.


You've literally talked yourself into a corner.

People won't join player corps because highsec corps aren't worth it compared to NPC corps.

But.

If they nerf NPC corps to make player corps more attractive, you claim that will make people quit.


*Snip* Please refrain from personal attacks. ISD Ezwal. You're trying to paint a picture whereby only nerfing wardecs, already one of the weakest mechanics in the game, is the only way forward, and that's just patently untrue.

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

One of ours, ten of theirs.

Best Meltdown Ever.

Valkin Mordirc
#357 - 2015-03-16 04:30:32 UTC  |  Edited by: Valkin Mordirc
Quote:

Look at Wardec corps behaviour.
If someone fights back and they get any kills at all, even cheap T1 cruiser & frigate kills, they will extend the wardec even longer.
This sort of PLAYER behavior is what creates Wardec evasion. At best just staying docked is the right answer 99% of the time.
Because any form of interaction with someone wardeccing you simply opens you up to more wardecs.


That wouldn't be Wardeccing corp, that does this. A Wardec corp wardecs for Hisec fun. They don't take Contracts with other players. So letting the dec drop after losing a fight is beneficial.

However a Mercenary corp, will extend the dec, but the War Report, is a publicly displayed tool for customers to view how effective the Mercenary is. So by extending the wardec until they have 'won' is Damage Control.

Also the Mercenary that is extending the dec may be contracted for certain time frame. So there's a lot more happening behind the curtain then what you are implying. Generally, the reason why decs are long, is because, there are paid for a certain amount of time. Like Two months.

Quote:
As long as players behave that way, people won't be interested in taking part in Wardecs.


Like I said before, Extended decs are paid by a contractor. So blame the Corps paying the Mercenary. That and it could be that the corp is providing 'gud fites' and the dec is extended because people are having fun.

Quote:
Also as long as there is no real benefit to a high sec corp people won't join high sec corps.
And if you push the NPC tax higher, people will just make more 1 man corps, which they will then recycle when wardecced.
If you push the NPC tax higher AND remove the ability to evade wardecs, people will just quit rather than be griefed like the current cycle creates.


NPC don't need to more nerfs, your right. High-sec Corps need more buffs. However Wardeccing is not the actually cause for people quiting. I've been in the Mercenary trade for two years. When people quit it's not the Wardeccer that is the main reason. It's because a High-sec corp, does not provide long term goals, nor does it provide real content. The only real content driven Highsec corps are Mercenary Corps. You don't generate content running lvl 4 missions. You don't generate content running a mining corp. You can have content with a Industrialist corp but for a Highsec only Indy corp. It's rather hard so I'm told.

Quote:
So there is no simple bandaid fix or jesus solution. High sec needs to build over time more engaging corp play which doesn't simply get crushed by the null groups like POCO installation did initially.


I can agree that High-sec needs a change, I can agree that Wardecs need fixxed. However it's not as simple as Fix Wardecs, people are now staying longer. High-sec isn't meant to be safe. People stay in NPC corps because it is safer then a player corp. If you develop away to keep the dangers of high-sec the same, while give player corps in high-sec REAL benifits, and real control. Then things may change. But it's not a Fix Wardecs=Better Highsec,

Like I said, I'm all for a change in Wardecs. However I am not for making High-sec a safer brighter place. EVE was built on the idea of "I can do anything, Even the bad things" Not "I can do anything as long as the sec status says so"


_______________________________________
Quote:
All you do is cry because CCP won't nerf everything except awoxing and ganking. As it is you have risk free 'fun' shooting fish in a barrel. But that's not good enough for you. You actually seem to want God mode for your chosen play style. It was great fun back when you were 12 playing a single player game, but those days should be long past.

If you are afraid to work for your kills, then you are playing the wrong game. If you are afraid of consequences for your actions, then you are playing the wrong game.


With regards, What work is there in avoid Wardecs and mechanic in the game, by Rolling Corp or staying in a NPC corp?
#DeleteTheWeak
Nevyn Auscent
Broke Sauce
#358 - 2015-03-16 04:47:07 UTC  |  Edited by: ISD Ezwal
Kaarous Aldurald wrote:

You've literally talked yourself into a corner.

People won't join player corps because highsec corps aren't worth it compared to NPC corps.

But.

If they nerf NPC corps to make player corps more attractive, you claim that will make people quit.


*Snip* Please refrain from personal attacks. ISD Ezwal. You're trying to paint a picture whereby only nerfing wardecs, already one of the weakest mechanics in the game, is the only way forward, and that's just patently untrue.

No I haven't talked myself into a corner.
You are just so fixated on Nerfing NPC corps as a solution that you can't visualise anything else.

Wardecs are actually an exceptionally strong mechanic against a high sec corp that has a reason to exist. (though the cost mechanic should be related to deccing corp size, not target corp size, as the current cost mechanic allows large alliances to bully small ones in high sec while their highsec assets require massive isk expenditure to attack in turn)
So the solution is to create NEW gameplay which gives corps reason to exist. Not nerf existing things.
And do so in such a way that the goons can't just flood it.

Do I have an easy solution for this? Not at all, it's going to take some very careful game design to give highsec corps good reasons to stay together without making it worth/efficient for the null blocks just moving in and steamrolling them.
Reislier
#359 - 2015-03-16 04:48:32 UTC
I remember this same discussion maybe 9 years ago...
good example of hitting dead farm animal.

"Why do people stay in npc corp?"
It doesn't matter. Pay them to play then you can say how.

There is only one corporation that matter here. It is in Iceland..

Personal opinion of nature of Eve and how should be is meaningless. There is no risk, no safety, no danger, no morality.. it is a game.. you are not brave. it is as dangerous as playing with toy truck with recurring monthly subscription.

Subscription and player statistics dictate direction of Eve, not some dark game mythology. The state of Eve today.. npc corp, player corp numbers, professions, in-game population demographics and locations.. all of this reflects direction people want and will pay for.. that really does say more than miniscule percentage of player in forums.

If people did not want what they have they would not be here.

I do not pay for things I do not want.

Business is business.

Be nice. If nice not work, be civil. If civil not work, beat with iron pipe till bloody and still.

Eli Stan
Center for Advanced Studies
Gallente Federation
#360 - 2015-03-16 04:48:46 UTC  |  Edited by: Eli Stan
Scipio Artelius wrote:
Eli Stan wrote:
As far as I can tell, there are two anti-NPC corp arguments here:

1) NPC corp players are not social, do not interact with other players, and leave the game eventually because they get bored.

#1 is completely untrue. I definitely know there's a lot of social activity within CAS, and it sounds like FNA and SAK has some too.

In conclusion, IMO there are still no good reasons to change NPC corps.

Did you even read the OP?

It's not about 'do not interact with other players', it's about CCPs own data showing that the retention of players who remain in NPC Corps is lower than players that join player run Corps; and a discussion around why players remain in NPC Corps.

So it can't be completely untrue since it's CCP that has drawn the conclusion and clearly the very good reason for players to move is to increase new player retention.


I bet that NPC corp players who are social do not quit EVE with any greater frequency than player-corp players who are social. Force the quitters into player corps somehow, and they'll still quit. Give them an incentive to move into a player corp, and they'll still quit.