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why do players stay in npc corps?

First post
Author
Jvpiter
Science and Trade Institute
Caldari State
#981 - 2015-05-25 23:06:36 UTC

Ma'Baker McCandless wrote:
We have a new Joe, eh?

Awesome.


There can be only one.


Call me Joe.

Mayhaw Morgan
State War Academy
Caldari State
#982 - 2015-05-26 00:48:20 UTC
Maybe I SHOULD read what the CSM member said:
Jayne Fillon wrote:
I also think that wardecs are the cancer of Eve, so that's entirely unsurprising. Even if these social groups were being designed with the sole intention of allowing carebears to evade wardecs, you'd still be extremely hard pressed to convince me that it was a bad idea. Eve is not a PvP game, but a Sandbox game with PvP aspects. Community is another aspect within the Sandbox, and your misguided attempts to restrict positive player interaction will be the death of this game.

Hopefully the only game that dies is the perverted version of Eve that you're convinced should exist.


Is that what we are referring to?

Scipio Artellius wrote:
the essential core concept of the game . . . pvp is not only about guns but many other activities in which one player affects another (eg. Market trading, scamming, running anomalies before someone else, etc.). It's all pvp related.


Affecting other players is not JUST destroying other players (or their arguments). Even player-versus-player scenarios do not necessarily result in any destruction at all. I think the misunderstanding is in the use of the term "PVP". Does it mean person-affecting-person or does it mean person-destroying-person?

In the same FAQ document that was quoted, CCP writes:
Quote:

"As has been mentioned in previous sections any player can
engage another player at any time in any place."
"In low-sec and null-sec, there are no limitations to PvP at all."
"The choice, as with all things in EVE, is yours."
"there are no systems or locations in New Eden where PvP may be completely avoided."
"In high-sec systems, you are less likely to be attacked"


If we want to delve deeply to divine the intentions of EVE's creators, we could take statements like these as their unerring word, but they're only human beings (mostly (I think)), and we're only human beings, and this is only human language. Why should we expect them to perfectly say what they mean and why should we expect to understand them perfectly? That would be an unreasonable expectation.

Alternatively, we could sit here and shoot holes in these statements. (There is a window of invulnerability when undocking when a ship, in space, cannot be engaged. Of course there are limitations to PVP, even in low and null sec. Choice in EVE takes place within the context of other people who also have choices, which affect us and our ability to make choices. You can sit in a station or cloaked in a safe spot to avoid PVP . . . completely. Jita, high security space, is one of the most violent systems in the game.) But, WTF would the point of that be, either?

And, after all of that, what if they change their mind? What if they change their personnel? What if they get bought out by Blizzard and EVE gets turned into Space WoW?

Let me ask a non-rhetorical question: If you want to do "bad" and I want to do "good", and you have an unrestricted ability to do "bad", why should my ability to do "good" be restricted?
Yuri Ostrovsky
Doomheim
#983 - 2015-05-26 00:55:57 UTC
Mayhaw Morgan wrote:
Maybe I SHOULD read what the CSM member said:
Jayne Fillon wrote:
I also think that wardecs are the cancer of Eve, so that's entirely unsurprising. Even if these social groups were being designed with the sole intention of allowing carebears to evade wardecs, you'd still be extremely hard pressed to convince me that it was a bad idea. Eve is not a PvP game, but a Sandbox game with PvP aspects. Community is another aspect within the Sandbox, and your misguided attempts to restrict positive player interaction will be the death of this game.

Hopefully the only game that dies is the perverted version of Eve that you're convinced should exist.


Is that what we are referring to?

Scipio Artellius wrote:
the essential core concept of the game . . . pvp is not only about guns but many other activities in which one player affects another (eg. Market trading, scamming, running anomalies before someone else, etc.). It's all pvp related.


Affecting other players is not JUST destroying other players (or their arguments). Even player-versus-player scenarios do not necessarily result in any destruction at all. I think the misunderstanding is in the use of the term "PVP". Does it mean person-affecting-person or does it mean person-destroying-person?

In the same FAQ document that was quoted, CCP writes:
Quote:

"As has been mentioned in previous sections any player can
engage another player at any time in any place."
"In low-sec and null-sec, there are no limitations to PvP at all."
"The choice, as with all things in EVE, is yours."
"there are no systems or locations in New Eden where PvP may be completely avoided."
"In high-sec systems, you are less likely to be attacked"


If we want to delve deeply to divine the intentions of EVE's creators, we could take statements like these as their unerring word, but they're only human beings (mostly (I think)), and we're only human beings, and this is only human language. Why should we expect them to perfectly say what they mean and why should we expect to understand them perfectly? That would be an unreasonable expectation.

Alternatively, we could sit here and shoot holes in these statements. (There is a window of invulnerability when undocking when a ship, in space, cannot be engaged. Of course there are limitations to PVP, even in low and null sec. Choice in EVE takes place within the context of other people who also have choices, which affect us and our ability to make choices. You can sit in a station or cloaked in a safe spot to avoid PVP . . . completely. Jita, high security space, is one of the most violent systems in the game.) But, WTF would the point of that be, either?

And, after all of that, what if they change their mind? What if they change their personnel? What if they get bought out by Blizzard and EVE gets turned into Space WoW?

Let me ask a non-rhetorical question: If you want to do "bad" and I want to do "good", and you have an unrestricted ability to do "bad", why should my ability to do "good" be restricted?


Because that would tarnish their egos. Some people are so high and mighty, that playing the game in any other way than their own, is unspeakable. Also, people, if it weren't for npc corps, or highsec, you wouldn't have any ships or parts to fit. Yall seem to keep forgetting that.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#984 - 2015-05-26 01:31:09 UTC  |  Edited by: Scipio Artelius
Mayhaw Morgan wrote:
Maybe I SHOULD read what the CSM member said:
Jayne Fillon wrote:
I also think that wardecs are the cancer of Eve, so that's entirely unsurprising. Even if these social groups were being designed with the sole intention of allowing carebears to evade wardecs, you'd still be extremely hard pressed to convince me that it was a bad idea. Eve is not a PvP game, but a Sandbox game with PvP aspects. Community is another aspect within the Sandbox, and your misguided attempts to restrict positive player interaction will be the death of this game.

Hopefully the only game that dies is the perverted version of Eve that you're convinced should exist.


Is that what we are referring to?

You made the original quote, so it should be fairly clear what was being referred to and it was wrong.

Mayhaw Morgan wrote:
Scipio Artellius wrote:
the essential core concept of the game . . . pvp is not only about guns but many other activities in which one player affects another (eg. Market trading, scamming, running anomalies before someone else, etc.). It's all pvp related.


Affecting other players is not JUST destroying other players (or their arguments). Even player-versus-player scenarios do not necessarily result in any destruction at all. I think the misunderstanding is in the use of the term "PVP". Does it mean person-affecting-person or does it mean person-destroying-person?

No one is claiming pvp is only just about destruction.

PVP is player versus player. Full stop. There is no limitation on the activities that can be involved in that. It's not about destruction, it's about a player competing against another player in whatever form; and it's the central core concept of the game.

Market trading is a perfect example where there is no destruction, but a different distribution of wealth and market pvp can be quite intense when two serious traders are online at the same time.
Kaarous Aldurald
Black Hydra Consortium.
#985 - 2015-05-26 01:39:33 UTC
Yuri Ostrovsky wrote:
Also, people, if it weren't for npc corps, or highsec, you wouldn't have any ships or parts to fit. Yall seem to keep forgetting that.


I suppose it still hasn't occurred to you that some of the most prolific and seasoned industrialists in all of the game are CODE members, has it?

You greatly overestimate your importance to the game. As for Heehaw over there, he's rambling on about how affecting other players isn't just combat, but blithely ignoring the fact that, even if he's not shooting at other people, he is having an effect on their gameplay, an effect to which they should have the recourse of killing him.

"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
#986 - 2015-05-26 01:43:49 UTC  |  Edited by: Scipio Artelius
Yuri Ostrovsky wrote:
Some people are so high and mighty, that playing the game in any other way than their own, is unspeakable.

Put your money where your mouth is and quote where anyone has stated that is their view, or even where it's reasonable to infer that from what they said.
Yuri Ostrovsky
Doomheim
#987 - 2015-05-26 01:46:51 UTC
Kaarous Aldurald wrote:
Yuri Ostrovsky wrote:
Also, people, if it weren't for npc corps, or highsec, you wouldn't have any ships or parts to fit. Yall seem to keep forgetting that.


I suppose it still hasn't occurred to you that some of the most prolific and seasoned industrialists in all of the game are CODE members, has it?

You greatly overestimate your importance to the game. As for Heehaw over there, he's rambling on about how affecting other players isn't just combat, but blithely ignoring the fact that, even if he's not shooting at other people, he is having an effect on their gameplay, an effect to which they should have the recourse of killing him.


See I haven't been playing long enough for Code to mean a damned thing to me, sorry toots.

And you can easily infer that ego problem fella. Just look at any Solecist post.
Kaarous Aldurald
Black Hydra Consortium.
#988 - 2015-05-26 01:54:57 UTC
Yuri Ostrovsky wrote:
Kaarous Aldurald wrote:
Yuri Ostrovsky wrote:
Also, people, if it weren't for npc corps, or highsec, you wouldn't have any ships or parts to fit. Yall seem to keep forgetting that.


I suppose it still hasn't occurred to you that some of the most prolific and seasoned industrialists in all of the game are CODE members, has it?

You greatly overestimate your importance to the game. As for Heehaw over there, he's rambling on about how affecting other players isn't just combat, but blithely ignoring the fact that, even if he's not shooting at other people, he is having an effect on their gameplay, an effect to which they should have the recourse of killing him.


See I haven't been playing long enough for Code to mean a damned thing to me, sorry toots.

And you can easily infer that ego problem fella. Just look at any Solecist post.


That whoosh? That was the sound of the point going over your head.

"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.

Yuri Ostrovsky
Doomheim
#989 - 2015-05-26 01:58:27 UTC
Kaarous Aldurald wrote:
Yuri Ostrovsky wrote:
Kaarous Aldurald wrote:
Yuri Ostrovsky wrote:
Also, people, if it weren't for npc corps, or highsec, you wouldn't have any ships or parts to fit. Yall seem to keep forgetting that.


I suppose it still hasn't occurred to you that some of the most prolific and seasoned industrialists in all of the game are CODE members, has it?

You greatly overestimate your importance to the game. As for Heehaw over there, he's rambling on about how affecting other players isn't just combat, but blithely ignoring the fact that, even if he's not shooting at other people, he is having an effect on their gameplay, an effect to which they should have the recourse of killing him.


See I haven't been playing long enough for Code to mean a damned thing to me, sorry toots.

And you can easily infer that ego problem fella. Just look at any Solecist post.


That whoosh? That was the sound of the point going over your head.


Better add a second whoosh :p
Joe Risalo
State War Academy
Caldari State
#990 - 2015-05-26 02:14:50 UTC
Kaarous Aldurald wrote:


In all seriousness, to hell with what you want. What you want is pure fascism, to dictate to others how they should be allowed to play, claiming that your playstyle demands the handcuffing of the freedom of others. You sicken me.


This literally what you have been going on about since you started in this thread.
You want NPC corps dead and carebears corps dead.
You want only corps that are willing to fight all the time.
You despise PVE and want it done away with.

So, troll me more on how My way is wrong and your way should be THE way...
Kaarous Aldurald
Black Hydra Consortium.
#991 - 2015-05-26 03:04:29 UTC  |  Edited by: Kaarous Aldurald
Joe Risalo wrote:

You want NPC corps dead and carebears corps dead.


I want NPC corps to be something besides the obviously superior option. Apparently that means "dead" to the people who cling to that golden goose.

As for "carebear" corps, I would rather they be transformed into more all rounder corps, not so skewed in one direction. More variety = more options = more fun.


Quote:

You want only corps that are willing to fight all the time.


That is the mandate of being in a player corp, yes. Go read the last war dev blog.

In exchange for the increased risk of being in a player corp, your rewards should be commensurately higher, that's why I want NPC corps nerfed. That whole risk vs reward thing.

Quote:

You despise PVE and want it done away with.


Again, wrong. I simply want PvE to not be given credence as anything more than what it is; the sad necessity that the game requires for use as income generation. I do not want it done away with, but there is zero reason to waste time and money making "new" missions, since the playerbase has shown itself capable of math hammering out the solution to CCP's innovations in a matter of days, when it took CCP months to build it in the first place. That is definitively a waste of time.

But I do despise PvE, yes. It is banality incarnate, I would rather play Angry Birds with my thumbs broken than shoot red crosses for more than about forty minutes. I once actually fell asleep in a mission pocket, and my Paladin was still alive when I woke up. >.<



Quote:

So, troll me more on how My way is wrong and your way should be THE way...


I don't think any of those things. I am, however, tired of having my playstyle take a backseat to yours, incessantly nerfed time and again merely because your side has cried louder in the past decade. So now I advocate for my cause, because if I don't, it's rather likely that you and yours will whine it out of existence.

"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.

Mayhaw Morgan
State War Academy
Caldari State
#992 - 2015-05-26 03:22:36 UTC
Kaarous Aldurald wrote:
Why do you insist on playing the [game wrong]?


For the record, what IS your playstyle? Would you be so kind as to describe it to us, define it for us, so we can understand the nature of your claim that it has been nerfed repeatedly?
Joe Risalo
State War Academy
Caldari State
#993 - 2015-05-26 03:22:51 UTC  |  Edited by: Joe Risalo
Kaarous Aldurald wrote:

I don't think any of those things. I am, however, tired of having my playstyle take a backseat to yours, incessantly nerfed time and again merely because your side has cried louder in the past decade. So now I advocate for my cause, because if I don't, it's rather likely that you and yours will whine it out of existence.


The only thing you can claim as your play style that has been nerfed is high sec ganks, awoxing, and to a lesser degree war decs.
I'm wondering if this is CCP's risks vs reward?
Trying to force players into low/null/WH space for PVP by making it more challenging in high sec?

I mean, PVP combat is the most imbalanced RvW aspect of Eve.
Why go to low to get kills when you can bump and gank a freighter for a loot dump?

You make all the claims of RvW but refuse to see how the rewards for PVP in high sec are significantly greater than in low.

See, this entire thread has been about trying to take away my play style and force more of what you want on to me.
I have news for you, if you get the f out of high sec, you might just find what you're looking for.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#994 - 2015-05-26 04:44:35 UTC  |  Edited by: Scipio Artelius
Joe Risalo wrote:
I mean, PVP combat is the most imbalanced RvW aspect of Eve.
Why go to low to get kills when you can bump and gank a freighter for a loot dump?

You make all the claims of RvW but refuse to see how the rewards for PVP in high sec are significantly greater than in low.

From a mechanics perspective, the chance of loot dropping in lowsec is no different to the chance of it dropping in highsec or in nullsec. The chance of reward given a specific ship is exactly the same.

What differs are the consequences of pvp in each space:

Null: no consequences
Low: potential sec status hit, gcc and sentry guns (non-wardec or duel)
High: 100% chance of ship loss, sec status hit, gcc and sentry guns (non-wardec or duel)

If anything, the consequences of conducting pvp in highsec are more significant than in low or null and the level of overall risk is only different because CCP can't design stupid out of the game. Players bring that on their own.

But a freighter loss in highsec is no more or less rewarding than it would be in lowsec or nullsec.
Joe Risalo
State War Academy
Caldari State
#995 - 2015-05-26 05:27:51 UTC  |  Edited by: Joe Risalo
Scipio Artelius wrote:
Joe Risalo wrote:
I mean, PVP combat is the most imbalanced RvW aspect of Eve.
Why go to low to get kills when you can bump and gank a freighter for a loot dump?

You make all the claims of RvW but refuse to see how the rewards for PVP in high sec are significantly greater than in low.

From a mechanics perspective, the chance of loot dropping in lowsec is no different to the chance of it dropping in highsec or in nullsec. The chance of reward given a specific ship is exactly the same.

What differs are the consequences of pvp in each space:

Null: no consequences
Low: potential sec status hit, gcc and sentry guns (non-wardec or duel)
High: 100% chance of ship loss, sec status hit, gcc and sentry guns (non-wardec or duel)

If anything, the consequences of conducting pvp in highsec are more significant than in low or null and the level of overall risk is only different because CCP can't design stupid out of the game. Players bring that on their own.

But a freighter loss in highsec is no more or less rewarding than it would be in lowsec or nullsec.


In high sec, all you need is a cargo scanner and you'll know if ganking a freighter is worth it.
Whether based off cost efficiency, or based off potential drop.
I don't think any gank fleet would pass up a freighter filled with 2 bil in loot, let alone more.
In low, it's all about the kills. The potential for loot drop is a non-factor and people often ignore or destroy wrecks before they take the risk of looting them.
the risks in high sec are well worth the potential reward.
In low, you're not going to see a freighter, let alone one with massive loot potential.

So yeah, I would say the benefit outweighs the risks in high sec.
Not to mention, you can wardec an easy target and not have to worry about another roam catching up with you.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#996 - 2015-05-26 06:12:23 UTC  |  Edited by: Scipio Artelius
Joe Risalo wrote:
In high sec, all you need is a cargo scanner and you'll know if ganking a freighter is worth it.
Whether based off cost efficiency, or based off potential drop.
I don't think any gank fleet would pass up a freighter filled with 2 bil in loot, let alone more.

Nor would that be passed up in lowsec or nullsec. No need for a cargo scanner to see if it will be worth it either. That's only necessary in highsec because of the consequences of ganking. In low and null, just kill it.

Quote:
...people often ignore or destroy wrecks before they take the risk of looting them.

This is not even true in FW systems where NBSI is the norm, let alone non-FW systems where there is always time to loot the field. Looting wrecks is just as much part of lowsec pvp as it is in null and highsec.

Except for the last few months where I've been pvping mostly in nullsec, my pvp has traditionally been lowsec. I'm fairly familiar with what goes on there.

Quote:
the risks in high sec are well worth the potential reward.

Sure, but that has nothing to do with the mechanics. The chance of reward in highsec is no different to the chance of reward for the same kill anywhere else. It's the stupidity/mistakes/bad judgement of players that present loot pinatas in highsec. That's just less common in low and null in terms of freighters, but that's not because the rewards of high are imbalanced through the game.

Quote:
Not to mention, you can wardec an easy target and not have to worry about another roam catching up with you.

Still the same. There is nothing about the game that makes this more imbalanced in highsec compared to lowsec. Anyone is free to fight back against a wardec if they want. The game doesn't change the balance at all. The players do.

And while we are way off topic with all of this, it isn't the first time in this thread; but we should probably look to head back to the topic at some point.
Joe Risalo
State War Academy
Caldari State
#997 - 2015-05-26 06:24:07 UTC  |  Edited by: Joe Risalo
Scipio Artelius wrote:
Joe Risalo wrote:
In high sec, all you need is a cargo scanner and you'll know if ganking a freighter is worth it.
Whether based off cost efficiency, or based off potential drop.
I don't think any gank fleet would pass up a freighter filled with 2 bil in loot, let alone more.

Nor would that be passed up in lowsec or nullsec. No need for a cargo scanner to see if it will be worth it either. That's only necessary in highsec because of the consequences of ganking. In low and null, just kill it.

Quote:
...people often ignore or destroy wrecks before they take the risk of looting them.

This is not even true in FW systems where NBSI is the norm, let alone non-FW systems where there is always time to loot the field. Looting wrecks is just as much part of lowsec pvp as it is in null and highsec.

Quote:
the risks in high sec are well worth the potential reward.

Sure, but that has nothing to do with the mechanics. The chance of reward in highsec is no different to the chance of reward for the same kill anywhere else. It's the stupidity/mistakes/bad judgement of players that present loot pinatas in highsec. That's just less common in low and null in terms of freighters, but that's not because the rewards of high are imbalanced through the game.

Quote:
Not to mention, you can wardec an easy target and not have to worry about another roam catching up with you.

Still the same. There is nothing about the game that makes this more imbalanced in highsec compared to lowsec. Anyone is free to fight back against a wardec if they want. The game doesn't change the balance at all. The players do.

And while we are way off topic with all of this, it isn't the first time in this thread; but we should probably look to head back to the topic at some point.


All good points.
Now, explain to me why these people that do all the ganks and war decs aren't in low sec?
Too much of a challenge perhaps?

I would also like to add, that I've managed to fish from everyone that killing in high sec is completely plausible, and based on the comment I just quoted, is completely balanced.

So why then are so many people focusing on trying to make PVP more prevalent in high sec?
It appears to me, through all the comments I've managed to fish up, everything is working as intended.

Move along, nothing to see here.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#998 - 2015-05-26 06:35:17 UTC
Joe Risalo wrote:
All good points.
Now, explain to me why these people that do all the ganks and war decs aren't in low sec?
Too much of a challenge perhaps?

This is purely speculation because you'd have to ask them for their own reasons, but it seems commonly to boil down to:

1. Code: play the game rather than bot the game
2. No part of space is meant to be safe and highsec is as valid an area for pvp as anywhere else
3. Hired mercs, paid to pvp
4. Higher population so no need to hunt for targets. They present themselves
5. Roleplay
6. PVP can be profitable

I guess it's the last point that hints towards highsec pvp being more rewarding, but only because of point 4 and players treating highsec as a safe haven when it isn't.

There are probably other reasons and in all likelihood, many people choose it because they can manage their risk better than they can in low and null. For other people, they can manage their risk easier in low or null, but the overall risk can be about the same (eg. F1 monkeys in fleets are often facing no greater risk than highsec pvpers and possibly less in many situations).
Black Pedro
Mine.
#999 - 2015-05-26 11:20:34 UTC
Scipio Artelius wrote:
Joe Risalo wrote:
All good points.
Now, explain to me why these people that do all the ganks and war decs aren't in low sec?
Too much of a challenge perhaps?

This is purely speculation because you'd have to ask them for their own reasons, but it seems commonly to boil down to...

You are right that there are many reasons people engage in predatory wardecs and ganking in highsec, but I am still amazed people pull the eBushido card of "lowsec/nullsec is too hard for you" so regularly. Criminals and pirates are going to follow the prey and for better or for worse most of that prey lives and operates in highsec. These ne'er-do-wells are not looking for a fair fight (nor is pretty much anyone anywhere in New Eden), so I don't know why people act all surprised that wardeccers and gankers hunt prey in highsec.

Couple that with the propensity of highsec dwellers to fly blinged out ships and overload their haulers that they don't bother defending and you have the ideal hunting grounds full of many fat targets for a player looking for profit or juicy kills.

Back to the topic of the thread, the problem with NPC corps is not that they exist and provide safety to risk-averse players, it is that they are overly lucrative. You should be able to stay in a un-wardeccable NPC corp for your entire Eve career if you want. However, that should not be the optimal way to make an income in the sandbox as it is in many cases today. Allowing NPC corps to shield players from conflict in a PvP-centric game which has a complex economy built upon continual destruction is just weak game design.

My prescription? Have the tax creep up over time (a bit) and eliminate the holes that allow players to have the benefits of a player corp without any of the responsibilities. Add income benefits to being in a player corp, but ones that depend on structures in space that have to be defended. Also, make them such that they increase over time with the continued life and combined effort of a corporation (like sov indexes) so that rolling a corp is much less attractive. Players might then form larger, balanced PvE/PvP corps and actually defend them from aggressors instead of taking the path of least resistance and folding or jumping to another corp.

The new, casual and risk-averse can still mine some rocks and mission with friends without fear of a wardec. But competitive players will be incentivized to use these structures and mount a defense of them if they want to compete with the other producers and get their share of the Eve economy.
Kaarous Aldurald
Black Hydra Consortium.
#1000 - 2015-05-26 11:33:05 UTC
Mayhaw Morgan wrote:

For the record, what IS your playstyle?


Back when they still had the playstyle survey, it was called "Pirate". You might have heard of it.

"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.