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Wardec matters once again

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Author
Arthur Aihaken
CODE.d
#141 - 2015-04-01 13:36:45 UTC
Blastil wrote:
I suggest holding off on any wardec ballance issues until after the structure changes. You will probably find that wardecs feel more useful, and more organic after structure changes hit highsec.

I think highsec wardec could then be molded more into a method to shift structure control in highsec than how can I grief other players.

Except that the structure changes will be phased in over a period of at least a year, so that's a really long time to wait.

I am currently away, traveling through time and will be returning last week.

Kaarous Aldurald
Black Hydra Consortium.
#142 - 2015-04-01 13:38:54 UTC
Corraidhin Farsaidh wrote:
Any attempt to stop people avoiding wardecs by switching corps etc will ultimately be futile as all any player would do is have a hisec alt in an NPC corp for those times when they cannot operate normally due to a wardec.



Which is why a player corp must be the optimal way to generate income, and NPC corps should be distinctly and markedly inferior. A high tax rate on all activity is probably the simplest way, as well as restrictions on what activity can be undertaken (no research, no manufacturing, no L4 missions, etc).

Wardecs can never be improved so long as the alternative exists, so it should stop existing, period. But since we can't cripple newbies, the tax rate should only activate on players above a certain age, say, 90 days.

What this would do is make player corps the optimal playstyle by a large margin, which immediately makes them worth having, and worth fighting for.

Next, the corp creation mechanics must be overhauled to prevent people from rolling corps. 48 hour cooldown for creation of a player corp, and a cost of 50mil(and probably set the skillbook to have a prereq). If it is non-trivial to create a corporation, there will be far less of those helpless little 10 man corps you bemoan getting shot at.

Furthermore, a corp dissolving during a war will permanently lock out that name, and give it to the aggressing corp as a trophy, dojo challenge style.


Quote:


Please stop using that statistic to back up 'your kind' of play, it doesn't actually prove anything


No, I won't, and yes, it does. It proves that we've been doing things wrong for a long, long time, and that to fix it highsec will need to become much more friendly to conflict than it presently is.

This will be a net loss for carebears, and likely a big one too. There is no way around that, there is no negotiation, no compromise. The lies about "griefing" have finally been exposed, and the playing field is about to change in a way that they won't like. And that's a good thing.

"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.

Arthur Aihaken
CODE.d
#143 - 2015-04-01 13:48:24 UTC  |  Edited by: Arthur Aihaken
Kaarous Aldurald wrote:
Which is why a player corp must be the optimal way to generate income, and NPC corps should be distinctly and markedly inferior. A high tax rate on all activity is probably the simplest way, as well as restrictions on what activity can be undertaken (no research, no manufacturing, no L4 missions, etc).

You know, I actually don't have a problem with this. I think we also need to add L5 mission agents, Faction Warfare and Incursions to the list of activities you can't participate in while in an NPC corporation. High-sec NPC players will still be able to make an income, it just won't be as lucrative as it once was.

I am currently away, traveling through time and will be returning last week.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#144 - 2015-04-01 13:49:24 UTC
Kaarous Aldurald wrote:

Which is why a player corp must be the optimal way to generate income, and NPC corps should be distinctly and markedly inferior. A high tax rate on all activity is probably the simplest way, as well as restrictions on what activity can be undertaken (no research, no manufacturing, no L4 missions, etc).

Wardecs can never be improved so long as the alternative exists, so it should stop existing, period. But since we can't cripple newbies, the tax rate should only activate on players above a certain age, say, 90 days.

What this would do is make player corps the optimal playstyle by a large margin, which immediately makes them worth having, and worth fighting for.

Next, the corp creation mechanics must be overhauled to prevent people from rolling corps. 48 hour cooldown for creation of a player corp, and a cost of 50mil(and probably set the skillbook to have a prereq). If it is non-trivial to create a corporation, there will be far less of those helpless little 10 man corps you bemoan getting shot at.

Furthermore, a corp dissolving during a war will permanently lock out that name, and give it to the aggressing corp as a trophy, dojo challenge style.

Agreed that anplayer corp should be more profitable than an NPC corp but that should be through positive means with players gaining higher material savings etc from owning structures rather than from hitting NPC corps with arbitrary nerfs. Otherwise all this would do is create a culture that gets the exact opposite of that which you want, there would be a whole raft of small player corps held by an alt CEO with people simply jumping between them to avoid wards instead. On top of that players will simply get smarter at avoiding combat.

Players need to be encouraged into space and feel they at least have a fighting chance in the case of a war.

Kaarous Aldurald wrote:

No, I won't, and yes, it does. It proves that we've been doing things wrong for a long, long time, and that to fix it highsec will need to become much more friendly to conflict than it presently is....


One statistic alone proves nothing at all since it can be read in a myriad of ways. This statistic raises a point for CCP to research, nothing more and nothing less. It cannot in itself give any clue as to the reasons why people quit from hisec.
Kaarous Aldurald
Black Hydra Consortium.
#145 - 2015-04-01 13:49:28 UTC
Arthur Aihaken wrote:
Kaarous Aldurald wrote:
Which is why a player corp must be the optimal way to generate income, and NPC corps should be distinctly and markedly inferior. A high tax rate on all activity is probably the simplest way, as well as restrictions on what activity can be undertaken (no research, no manufacturing, no L4 missions, etc).

You know, I actually don't have a problem with this. I think we also need to add L5 mission agents, Faction Warfare and Incursions to the list of activities you can't participate in while in an NPC corporation.


Faction Warfare has their own NPC corporations for that anyway. The other two I agree with.

"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.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#146 - 2015-04-01 13:51:25 UTC
Arthur Aihaken wrote:
Kaarous Aldurald wrote:
Which is why a player corp must be the optimal way to generate income, and NPC corps should be distinctly and markedly inferior. A high tax rate on all activity is probably the simplest way, as well as restrictions on what activity can be undertaken (no research, no manufacturing, no L4 missions, etc).

You know, I actually don't have a problem with this. I think we also need to add L5 mission agents, Faction Warfare and Incursions to the list of activities you can't participate in while in an NPC corporation. High-sec NPC players will still be able to make an income, it just won't be as lucrative as it once was.


I'd leave FW off that list as it is intrinsically NPC (Faction NPC at that) based.
Kaarous Aldurald
Black Hydra Consortium.
#147 - 2015-04-01 13:55:59 UTC
Corraidhin Farsaidh wrote:

Agreed that anplayer corp should be more profitable than an NPC corp but that should be through positive means with players gaining higher material savings etc from owning structures rather than from hitting NPC corps with arbitrary nerfs.


Those are not arbitrary at all, they're carefully targeted to incentivize player corps as optimal for a variety of playstyles, as opposed to their current status as glorified chat channels.

Player corps will never be a viable choice so long as NPC corps provide parity with what a player corp can.


Quote:

Players need to be encouraged into space and feel they at least have a fighting chance in the case of a war.


They already do, but the simple fact is that you can't make people undock or be in a player corp if they don't want to.

Despite this, what you can do is make that choice a more lucrative one for the people who do choose to accept risk. Economic incentive for accepting a higher level of risk is a must.

"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.

Arthur Aihaken
CODE.d
#148 - 2015-04-01 13:56:08 UTC  |  Edited by: Arthur Aihaken
Kaarous Aldurald wrote:
Faction Warfare has their own NPC corporations for that anyway. The other two I agree with.

Ah yes, I stand corrected. I think there should also be an incentive to get into player-owned corporations beyond the negative aspects of NPC corporations that we're toying with. I'm not entirely sure what it should be, but it would need to be activity-based to deter players from simply staying docked in stations or AFK cloaking. Any thoughts?

I am currently away, traveling through time and will be returning last week.

Kaarous Aldurald
Black Hydra Consortium.
#149 - 2015-04-01 14:05:16 UTC
Arthur Aihaken wrote:
Kaarous Aldurald wrote:
Faction Warfare has their own NPC corporations for that anyway. The other two I agree with.

Ah yes, I stand corrected. I think there should also be an incentive to get into player-owned corporations beyond the negative aspects of NPC corporations that we're toying with. I'm not entirely sure what it should be, but it would need to be activity-based to avoid players from simply stacking docked in stations or AFK cloaking. Any thoughts?


Well, let's list off what we're already talking about.

Joining a player corp gives you access to:

L4s and Incursions, where before you could not do them.

Research and manufacturing, and other such industry. (I have little hope of getting the indy characters to undock or fight, but putting them in player corps gives a better chance of congregating together, sharing resources, and improving socialization)




Now, as far as activity goes, I did have a thought about that.

Let's put the ESS in highsec. Now, not the actual deployable itself(because it's one of the worst things ever implemented), but a player station module, that improves the generation of LP in the constellation for the owning corporation(not alliance). The trick is, only one can exist per constellation, and the location and owner of it can be found in the in game map. The implications are obvious.

"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.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#150 - 2015-04-01 14:07:00 UTC
Kaarous Aldurald wrote:
Corraidhin Farsaidh wrote:

Players need to be encouraged into space and feel they at least have a fighting chance in the case of a war.


They already do, but the simple fact is that you can't make people undock or be in a player corp if they don't want to.

Despite this, what you can do is make that choice a more lucrative one for the people who do choose to accept risk. Economic incentive for accepting a higher level of risk is a must.


McChicken made a valid point here though, industrial corps do not tend to have the skills (player or character) to engage in warfare. You will no doubt argue that they should learn them but why should they? If those players hate PvP they should be able to avoid it otherwise you will either a) lose them from the game or b) they would have to join one of the major corps and work at the heart of one of the main nullspace alliances assuming they won't force them into combat ops they have no wish to engage in.

Perhaps some element of industrial and combat index is required for player corps, one with a very low combat index and high industrial index could cost much more to wardec than a combat oriented player corp. Make the cost of the war a function between the indices of the two opposing corps may make people more likely to engage in war and even open up the possibility of a corp hiring in 'Gunslinger' PvP types to help them without bumping up the wardec cost too much.
Kaarous Aldurald
Black Hydra Consortium.
#151 - 2015-04-01 14:15:43 UTC
Corraidhin Farsaidh wrote:

McChicken made a valid point here though, industrial corps do not tend to have the skills (player or character) to engage in warfare.


Ideally, there would stop being such a thing as pure industrial corps, in favor of more well rounded groups.

It genuinely is as easy as that. If you don't want to be an easy target, don't be.


Quote:

Perhaps some element of industrial and combat index is required for player corps, one with a very low combat index and high industrial index could cost much more to wardec than a combat oriented player corp. Make the cost of the war a function between the indices of the two opposing corps may make people more likely to engage in war and even open up the possibility of a corp hiring in 'Gunslinger' PvP types to help them without bumping up the wardec cost too much.


And we're back to the same problem again.

Conflict needs to be enabled compared to where it is now, not discouraged. Being a more vulnerable target should not make it harder to attack you, that's counter productive and counter intuitive all in one. Deliberately neglecting your defense should not make you safer.

"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.

Arthur Aihaken
CODE.d
#152 - 2015-04-01 14:19:29 UTC
Kaarous Aldurald wrote:
Now, as far as activity goes, I did have a thought about that. Let's put the ESS in highsec. Now, not the actual deployable itself(because it's one of the worst things ever implemented), but a player station module, that improves the generation of LP in the constellation for the owning corporation(not alliance). The trick is, only one can exist per constellation, and the location and owner of it can be found in the in game map. The implications are obvious.

Since the mechanics are already in-place for the ESS, why not just move it to high-sec?

I am currently away, traveling through time and will be returning last week.

Black Pedro
Mine.
#153 - 2015-04-01 14:21:09 UTC
Arthur Aihaken wrote:
Blastil wrote:
I suggest holding off on any wardec ballance issues until after the structure changes. You will probably find that wardecs feel more useful, and more organic after structure changes hit highsec.

I think highsec wardec could then be molded more into a method to shift structure control in highsec than how can I grief other players.

Except that the structure changes will be phased in over a period of at least a year, so that's a really long time to wait.

Realistically, that is at least how long it will take for CCP to revisit wardecs again. They were just revamped in 2012 so it will for sure take a back burner to corp changes and player structures. That makes sense as has been said, persistent and varied player-owned structures will change the nature of wardecs dramatically.
Kaarous Aldurald
Black Hydra Consortium.
#154 - 2015-04-01 14:22:50 UTC
Arthur Aihaken wrote:
Kaarous Aldurald wrote:
Now, as far as activity goes, I did have a thought about that. Let's put the ESS in highsec. Now, not the actual deployable itself(because it's one of the worst things ever implemented), but a player station module, that improves the generation of LP in the constellation for the owning corporation(not alliance). The trick is, only one can exist per constellation, and the location and owner of it can be found in the in game map. The implications are obvious.

Since the mechanics are already in-place for the ESS, why not just move it to high-sec?


Because I'd rather discourage the awfulness of deployables(that any idjit can anchor), and making it a pos module would put a barrier in front of it, to encourage conflict between established groups fighting for the carrot in a lucrative mission area. It also ties it into the war system, since declaring war to clear off an enemy pos is more involved than shooting a stinking deployable.

"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.

Arthur Aihaken
CODE.d
#155 - 2015-04-01 14:24:50 UTC
Kaarous Aldurald wrote:
And we're back to the same problem again.

Conflict needs to be enabled compared to where it is now, not discouraged. Being a more vulnerable target should not make it harder to attack you, that's counter productive and counter intuitive all in one. Deliberately neglecting your defense should not make you safer.

Pretty much. I think player corporations would be forced to adapt different strategies and tactics, such as providing mining escorts. And I don't necessarily think this would be a bad thing long-term, either.

I am currently away, traveling through time and will be returning last week.

Arthur Aihaken
CODE.d
#156 - 2015-04-01 14:33:27 UTC
Kaarous Aldurald wrote:
Because I'd rather discourage the awfulness of deployables(that any idjit can anchor), and making it a pos module would put a barrier in front of it, to encourage conflict between established groups fighting for the carrot in a lucrative mission area. It also ties it into the war system, since declaring war to clear off an enemy pos is more involved than shooting a stinking deployable.

Couldn't we just make it a requirement that only player-owned corporations can deploy an ESS in high-sec? Make accessing, scooping or destroying it a suspect offence.

I am currently away, traveling through time and will be returning last week.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#157 - 2015-04-01 14:41:08 UTC
Kaarous Aldurald wrote:
...my blurb...
Ideally, there would stop being such a thing as pure industrial corps, in favor of more well rounded groups.

It genuinely is as easy as that. If you don't want to be an easy target, don't be.
...

Conflict needs to be enabled compared to where it is now, not discouraged. Being a more vulnerable target should not make it harder to attack you, that's counter productive and counter intuitive all in one. Deliberately neglecting your defense should not make you safer.



The problem here would be that the two types of players do not mix, industrial types do not want to fight, they simply don't like it. PvP players in those corps would however get very bored and wants wars all the time which would drastically disrupt business. The two do not mix.

That was why a suggested some mechanism to enable like sized industrial corps to still mess with each other, even if it a strategic war for a week by hiring 4 mercs to interdict the opposition whilst you sell your goodies at a higher price. Meanwhile the combat corps could still declare war on the industrial corps but it should take a lot more cost to get CONCORD to ignore it. Combat corp deccing combat corp would be the base cost for likesized corps, as it would be for likesized industrial corps.

However this would also allow for a small combat corp to dec a larger industrial corp and the industrial corp to have a chance by simply fielding enough numbers in cheap ships, using intel channels etc and basically learning how null corps work to protect their space.

Neglecting your defence would allow a likesized industrial corp to form a fleet and hit the enemy structures to disrupt their business horribly, or hire a small number of mercs to do the same.

Kaarous Aldurald
Black Hydra Consortium.
#158 - 2015-04-01 14:43:27 UTC
Arthur Aihaken wrote:
Kaarous Aldurald wrote:
Because I'd rather discourage the awfulness of deployables(that any idjit can anchor), and making it a pos module would put a barrier in front of it, to encourage conflict between established groups fighting for the carrot in a lucrative mission area. It also ties it into the war system, since declaring war to clear off an enemy pos is more involved than shooting a stinking deployable.

Couldn't we just make it a requirement that only player-owned corporations can deploy an ESS in high-sec? Make accessing, scooping or destroying it a suspect offence.


This is just conceptualization anyway, you can say what you want.

Personally I'd prefer it as a pos module, to incentivize the use of player stations in highsec as well.

"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.

Black Pedro
Mine.
#159 - 2015-04-01 14:53:48 UTC
Corraidhin Farsaidh wrote:

The problem here would be that the two types of players do not mix, industrial types do not want to fight, they simply don't like it. PvP players in those corps would however get very bored and wants wars all the time which would drastically disrupt business. The two do not mix.
Of course the two mix. There are plenty of combat-capable industrial corps all over New Eden. Pure industrial corps are an aberration only found in highsec where players can exploit the free protection of CONCORD.

Read the last devblog when they revamped wardec. You are suppose to be responsible for defending your corp. That is why they gave you the free ability to invite an ally. Don't have friends to invite? Then use some of your ISK to hire mercenaries as the system was designed.

You are intended to spend some of your income on securing your defense. You cannot opt out of that because you "simply don't like it". If you personally don't like PvP then make some friends that do and share some of your industrial output with them. Or straight out hire some protection. But you are not entitled to dump billions of ISK worth of goods into the economy, and rake in all that profit, in safety because you deem yourself exempt from the sandbox as an industrialist.
afkalt
Republic Military School
Minmatar Republic
#160 - 2015-04-01 15:02:26 UTC
Corraidhin Farsaidh wrote:
The problem here would be that the two types of players do not mix, industrial types do not want to fight, they simply don't like it. PvP players in those corps would however get very bored and wants wars all the time which would drastically disrupt business. The two do not mix.


The other thing is people forget that PvP does not start and stop at pewpew.

Industrial corps impacting people through, for example the market - or stripping the belts can be battled on those terms as well as shooting.

There is more than one way to skin a cat.