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Social Corps

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Author
Eli Stan
Center for Advanced Studies
Gallente Federation
#701 - 2015-05-29 22:04:44 UTC
Sibyyl wrote:
Player Corps is the social platform of EVE. Building a "Google+" equivalent (which is exactly what this would be.. an alternate failure that needlessly sucks the air out of an existing framework) is not a long term solution to a socialization problem that causes player subscription fallout.

The word "corp" being all over this proposal makes it seem like some desperate attempt to rebrand and alter how players perceive Corps.

I've done my best to use the phrase "social group" whenever I discuss the topic, and if I ever used a phrase that includes "corp" that was by mistake which I apologize for the lack of clarity.

(For what it's worth, how I consider player corps is they are legal framework around which joint property ownership in EVE operates, making them no more the social platform for EVE than incorporated business are the social platform of real life. Friendships, enemies, discussions, hate, anger, love, trust, betrayal, common interests, ship explosions - those are the bases of social interaction, both in real life and EVE. But that's a different thread, I'm simply trying to increase new player retention, and vet player interaction, in this thread. Smile )
Lucas Kell
Solitude Trading
S.N.O.T.
#702 - 2015-05-29 22:04:44 UTC  |  Edited by: Lucas Kell
Valkin Mordirc wrote:
But it's easier for them to have one man rolling corps. Which by the EULA is exploitable. However not acted upon.
No it's not, and it never has been. In fact there's quotes from GMs stating that it's fine.

Valkin Mordirc wrote:
Merc Alliances need to be able to function without interference from other entities. A lot of Merc corps/Alliance disbanded because they can't do this. I've seen at least 25 do this because weren't able to protect themselves when it came down it.
I've seen far more PvE corps disband than that. The problem is that wardec mechanics as they are encourage merc groups to attack weaker targets. There's no risk/reward balance for them either, so taking low risk high value targets is the best course of action and with no limits on how many wars you can have open at the same time, mass PVE/industry player farming exists. Growing a non-PvP corp in highsec is pretty much impossible which is why you see no large scale non-PvP corps in highsec. And that's part of the problem. EVE is a sandbox, it's now just about pew pew, so why are PvE corps so much less viable? Personally I'd like to see the wardec mechanics scrapped and replaced with something that encourages PvP groups to fight each other and passively affects local PvE groups who have the option to fight for control if they want it. But that's a whole different thread.

Valkin Mordirc wrote:
Like I said let Social corps happen. But make it so that Player Made corps in Highsec HAVE a MEANING. Like For real. Right now, it's there are only two kinda players that need player made corps to fuction. Mercs and Indy. Everyone else it doesn't matter. It doesn't mean anything to them what corp they are in. A Mission Runner can still run mission and make profit, a Incruision running can still make MASSIVE profit from incruisions a Trader can still trade without issue. That what I think should change. Players shouldn't be coddled. It's EVE a game built and the idea that it's a cut throat world without remorse. Why is everybody wanting that to change? You can't be the be the biggest baddest richest dude from the start you need to work for that.

And Honestly it seems like a lot of player expect to be that from the start. EvE should not be easy. It should be challenging, not an Easy-Mode Corp if you want to be in one.
But how could corps be made to matter, and why would incursion runners and missions runners be force to PvP to be able to survive, while PvP players wouldn't be force to do anything? Do you honestly think it would help player retention to have a sandbox game where people who join for PvE get told "actually, you have to spend most of your time fighting because these guys like PvP and don't like you being able to do what you want"?

It's a sandbox, it's as challenging as you make it. If you stick around in highsec you are opting for less challenge.

Valkin Mordirc wrote:
Yeah it's a sandbox. So why is CCP limiting the area of play in that sandbox? It's not a sandbox anymore then. Is it?

As a Side note have you ever been in a Merc corp before? You would be right about a lot of players being easy to kill. But you don't seem to notice that the only reason a Merc can sit on the undock in an insta-legion, is because alot of them do not work together, they don't fight back. Some corp have like upwards of 10 people in Amarr, do you how fast a legion will melt if 10 tristans undock on it at once?
I'm not sure how you think they are limiting it any more than it is currently.

I've had a very short stint in one a while back. And yes, I understand that players all working together would potentially make it difficult for some mercs, though a legion wouldn't melt very fast with the 50 neutral logi that would be on it in an instant. The problem is that most merc groups are specifically targeting people they know won't work together and writing off ones that will. You're talking about peope who are speifically trained in PvP and play every single day fighting people and suggesting that people who's interests lie in PvE have a reasitic shot at taking them down. It's just not true. Unless the targets themselves are PvPers (they won't be) they'll get whelped.

Valkin Mordirc wrote:
Anything that causes players to act against each other in a competitive way. Somebody wanting a moon, somebody undercutting the market orders. Somebody getting annoyed at somebody and wardeccing them. Somebody wanting Sov, Somebody evicting a wormhole. Somebody negotiation a pact of r an uneasy truce in order to run efficiently. All that and more.

Conflict is the best driving force because it keeps things alive and liquid. Not stale.
So why does it come across like you think that conflict can only exist if people can shoot each other? There's so many different forms of conflict that don't involve firing a shot and can be done right under concords nose.

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Jebediah Beane
Trent Industries
BLACKFLAG.
#703 - 2015-05-29 22:41:48 UTC  |  Edited by: Jebediah Beane
Lucas Kell wrote:
So why does it come across like you think that conflict can only exist if people can shoot each other?


Because Eve would be World of Warcraft without it?
Solstice Punk
Sebiestor Tribe
Minmatar Republic
#704 - 2015-05-29 22:49:46 UTC
Eli Stan wrote:
Sibyyl wrote:
Player Corps is the social platform of EVE. Building a "Google+" equivalent (which is exactly what this would be.. an alternate failure that needlessly sucks the air out of an existing framework) is not a long term solution to a socialization problem that causes player subscription fallout.

The word "corp" being all over this proposal makes it seem like some desperate attempt to rebrand and alter how players perceive Corps.

I've done my best to use the phrase "social group" whenever I discuss the topic, and if I ever used a phrase that includes "corp" that was by mistake which I apologize for the lack of clarity.)

HA I think I made the same mistake !
At some point I wondered how I'm actually calling it. *facedesk*

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Lucas Kell
Solitude Trading
S.N.O.T.
#705 - 2015-05-29 22:54:11 UTC
Jebediah Beane wrote:
Lucas Kell wrote:
So why does it come across like you think that conflict can only exist if people can shoot each other?
Because Eve would be World of Warcraft without it?
Roll Some people...

I'm not saying "whoopee, let's remove shooting", I'm saying that the game is far more involved just just having a single mechanic around which the entire game centres. There's countless other forms of conflict that involve no shooting, so this dumb idea that every change should be designed around pushing pew pew style conflict is as bad as saying it should be removed.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#706 - 2015-05-29 23:16:23 UTC
Sibyyl wrote:
Aralyn Cormallen wrote:
Ultimately, we've reached an impasse because its clear no-one is budging from their position. Oddly, you guys had mostly talked us around back on page 32; Omar, Pedro, even Kaarous, and the vast majority on our side of the arguement had mostly met Mike halfway on the "OK, theres probably no harm in social groups as presented, but corp lite is seriously bad, and should be off the table". Had you had any sense, you'd have met us there and this thread would have been dead three pages ago, with only Feyd still railing against the storm (sorry Feyd, I love you normally, but I think you need to pick a more tenable line to hold). But you guys just wont give an inch to our concerns, so its back to the trenches, and heading towards lewd comments about each others mothers.


This is exactly it. I think Steve's response sparked some resistance again and rightfully so.

This is something I also want to throw some words at. Leaving corp lite aside, while most are fine with societies as a concept there is still and has been conflict with people active on this thread regarding NPC corp membership for the sole reason of opposition to extending improved social tools to NPC corp members.

Those objections have been stated in reference to that idea only and not just by Feyd.

I think most of us can agree that corp-lite would add very little on top of societies. Unfortunately that hasn't stopped opposition to the latter so long as NPC corps can potentially access them.
ISD Decoy
ISD Community Communications Liaisons
ISD Alliance
#707 - 2015-05-29 23:28:32 UTC  |  Edited by: ISD Decoy
*takes maid outfit off*

Quote:
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I have given the thread a good scrub. If you want to continue in this thread, please review the quoted rules and all of our rules before continuing. Next time I won't put a maid outfit on, it'll be an executioner's suit. Twisted

ISD Decoy

Captain

Community Communication Liaisons (CCLs)

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Feyd Rautha Harkonnen
Doomheim
#708 - 2015-05-30 01:19:42 UTC
Eli Stan wrote:
Feyd Rautha Harkonnen wrote:
More accurately Mike, you are saying the poor haflings are afraid to cross the narrow bridge, or the stubbing of their little toesies should be assuaged by the construction of another wider and smoother bridge for them to use. Roniken is then saying a third one should be built, complete with velvet carpeting...


Why are you so against making it easier for new and old players in EVE to create social connections to other players? CCP Rise's Fanfest presentation implies that interaction with other players leads to greater new player retention - by advocating for making interaction with other players more difficult, you're advocating for reduced new player retention levels. Is that a role-play thing you do for the Feyd character? Or are you, the person playing, actually wanting to reduce the subscription base for EVE the game?


Not sure if you are being deliberately obstinate given the details I have already provided...but lets try again...

There is this existing mechanic called 'corporations', as well as 'alliances' that players are already free to avail themselves of. What we don't need is a watered-down or bastardized 'corp lite' version of an NPC corp, who's real purpose is to reward players who are hiding out in the equivalent of a non-wardeccable NPC corp, while giving them access to corp features. EvE is founded on the concept of risk vs reward, and the notion of creating additional retention within an NPC-styled corp by giving it more features is antithesis to that concept. If you want 'corp features', join a corp, and assume the wardec risk that comes with that increased benefit.

Regarding 'societies'. I support them, provided the person is first a member of a full corporation. Key here is that again this mechanic should not create more incentive to people in NPC corps to stay there forever, nor give them access to additional 'corp' features without acceptance of wardec risk. If the supporters of the 'society' mechanic would simply accept that constraint, we could all move forward, and those more informal groups could indeed be a big boon to EvE social interactions. However, we are stuck on the fact its proponents want to eat their cake (i.e. more corp-like features for NPC corp members) but also want to have their cake too (i.e. no exposure to wardecs like in a full corp).

I would also close in saying we should simply not be further incentivizing players to stay in NPC corps, but to get them into full corps. The reason to do that today is 'more features'. Remove that draw, and they are less likely to upgrade to full corp. Not good.

Worse, many people already in full corps would look at these new features available to NPC corp members and DROP corp to simply reform under a 'society' within NPC corps, so they can have their corp-cake and now not be exposed to wardecs. (Hello entire incursion community...)

I am ultimately not being the obstinate one here, I am arguing for 'status quo', do no harm -- but if you really want these 'social communities' then simply tie them to full corp membership, and the people putting skin in the game re: risk of wardec to get those corp features.

What you really need to ask, is why are the advocates of these new mechanics so deathly afraid of tying them to full corp membership and wardec risk...then you have your answer on why they are being proposed in the first place.

All of which, is being done without a tinkers damn of consideration for the robust hisec mercenary community, who's war based content would take a nosedive, as more people either stay in NPC corps forever, or drop corp to flee to them.

F
Feyd Rautha Harkonnen
Doomheim
#709 - 2015-05-30 01:42:42 UTC  |  Edited by: Feyd Rautha Harkonnen
Basically, this.

Pretty much says it all.

F
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#710 - 2015-05-30 02:03:21 UTC
Yet none of that justified why those features should be corp specific or why in a multiplayer game social tools should be locked behind the wardec mechanic.

It's an interesting observation of current mechanics, but not a reason for maintaining that specific parts of them. I'd be more convinced if anyone could provide reasoning that the social tools alone provide real draw for player corp membership. So far I've only seen the opposite argued by those claiming the societies feature useless since out of corp solutions exist.

Fundamentally if the draw for player corps is weak then the individual exclusive attributes are weak. And no harm is done by making the weakest of those elements, as they are effectively convenience only, available to everyone. Even more, part of the point of this is to expand social tools beyond corp boundaries anyways making the argument "corps already exist" pretty irrelevant.

Beyond that the primary opposition at this point seems to be the idea that tools that serve the same function to the same end for player and NPC corp characters benefit from having a **** tier.
Eli Stan
Center for Advanced Studies
Gallente Federation
#711 - 2015-05-30 02:21:43 UTC
ISD Decoy wrote:
*takes maid outfit off*
I have given the thread a good scrub. If you want to continue in this thread, please review the quoted rules and all of our rules before continuing. Next time I won't put a maid outfit on, it'll be an executioner's suit. Twisted


Have you looked at the "why do players stay in npc corps?" thread lately? Twisted I still think the thread has merit, but it's devolved a bit lately. (Sorry for the offtopic, moderation-related post. What? )
Solstice Punk
Sebiestor Tribe
Minmatar Republic
#712 - 2015-05-30 02:38:23 UTC
Eli Stan wrote:
ISD Decoy wrote:
*takes maid outfit off*
I have given the thread a good scrub. If you want to continue in this thread, please review the quoted rules and all of our rules before continuing. Next time I won't put a maid outfit on, it'll be an executioner's suit. Twisted


Have you looked at the "why do players stay in npc corps?" thread lately? Twisted I still think the thread has merit, but it's devolved a bit lately. (Sorry for the offtopic, moderation-related post. What? )

There's a report button which allows you to annoy them in private.
I do that all the time. Please tell them "Sol said Hi" the next time you're using it.

Thanks !

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Eli Stan
Center for Advanced Studies
Gallente Federation
#713 - 2015-05-30 02:51:14 UTC
Feyd Rautha Harkonnen wrote:

Not sure if you are being deliberately obstinate given the details I have already provided...but lets try again...

That's honestly how you posts come across to me. I feel you're against something that can really help bring in new players to EVE. Something that doesn't in any way change the current mechanics of EVE, just tells newbies "Hey! You can get to know these other people that might have similar interests to you!" and gives them an easy way to do so.

Quote:
There is this existing mechanic called 'corporations', as well as 'alliances' that players are already free to avail themselves of. What we don't need is a watered-down or bastardized 'corp lite' version of an NPC corp.

Regarding 'societies'. I support them, provided the person is first a member of a full corporation. Key here is that again this mechanic should not create more incentive to people in NPC corps to stay there forever,


Agreed, I have no interest in "corp lite" as described in post six-hundred-something.

I have different aspirations for societies / social groups / whatever than you, though. This mechanic (or UI improvement, or whatever) should foster social ties among all EVE players, regardless of corp. If that leads to people continuing to play EVE but in NPC corps, awesome, I want more active players around. If that leads to people continuing to play EVE in player corps, awesome, I want more active players around. If that leads to new players to EVE to subscribe, awesome even more.

Quote:
nor give them access to additional 'corp' features without acceptance of wardec risk.


Certainly. I have no interest in social groups being able to jointly own property in EVE.

Quote:
Worse, many people already in full corps would look at these new features available to NPC corp members and DROP corp to simply reform under a 'society' within NPC corps, so they can have their corp-cake and now not be exposed to wardecs. (Hello entire incursion community...)

I am ultimately not being the obstinate one here, I am arguing for 'status quo', do no harm -- but if you really want these 'social communities' then simply tie them to full corp membership, and the people putting skin in the game re: risk of wardec to get those corp features.

What you really need to ask, is why are the advocates of these new mechanics so deathly afraid of tying them to full corp membership and wardec risk...then you have your answer on why they are being proposed in the first place.


"Many?" Perhaps. But many more would join up and replace them, likely.

They are NOT corp features. They are a collection of currently existing, disparate tools available to all EVE players right now, and tools of third-part providers that are, again, available to all EVE players right now.

Social groups, intended to create new social connections within the EVE playerbase, would be much less usefull if restricted to players who already have social connections - and entirely useless for bringing in new players. Yes, you've found me out, I'm against tying social groups to corp membership because I'm interested in increasing new player retention. I'm such a bad person.

Sibyyl
Garoun Investment Bank
Gallente Federation
#714 - 2015-05-30 03:16:15 UTC

Tyberius Franklin wrote:
Fundamentally if the draw for player corps is weak then the individual exclusive attributes are weak.


No, this is not a fair statement. NPC Corp players operate primarily** in hisec due to the nullsec/WH-specific mechanics that NPC Corps are excluded from (SOV/structures, respectively). These predominantly-hisec NPC Corps are given a whopping advantage like wardec immunity, and here you are wondering why Player Corps are unattractive in comparison.

Player Corporations are unattractive because they don't come with "God Mode" travel in the primary operating space of the corp. It's as simple as that.



**obv I'm excluding CAS. CAS + CAStabouts is awesome.

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

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#715 - 2015-05-30 03:29:26 UTC
Sibyyl wrote:

Tyberius Franklin wrote:
Fundamentally if the draw for player corps is weak then the individual exclusive attributes are weak.


No, this is not a fair statement. NPC Corp players operate primarily** in hisec due to the nullsec/WH-specific mechanics that NPC Corps are excluded from (SOV/structures, respectively). These predominantly-hisec NPC Corps are given a whopping advantage like wardec immunity, and here you are wondering why Player Corps are unattractive in comparison.

Player Corporations are unattractive because they don't come with "God Mode" travel in the primary operating space of the corp. It's as simple as that.

**obv I'm excluding CAS. CAS + CAStabouts is awesome.

I'd say you have cause and effect backwards. You state that NPC corp players avoid areas of space where mechanics limit them, but those same areas where the limits have the most meaning render wardecs meaningless. There is no reason for a null player to fear wardecs and therefore remove themselves from SOV play for example.

The choice to stay in highsec gives NPC corps value, rather than NPC corp restrictions enforcing highsec play.

That leads to the reasons that the advantages of player corps seem weak. When you choose highsec, SOV becomes meaningless. When you are a single operator space assets become unattractive to defend. And further solidifying the force of will, yes, there is wardec immunity.

Also I need to figure out how to turn this god mode on. Somehow some of my ships didn't seem to have it active when traveling in highsec. Is there a button?
Sri Nova
Sebiestor Tribe
Minmatar Republic
#716 - 2015-05-30 04:14:32 UTC
Just to clarify things a little,

so far it has been argued that non player corps should have access to an extended set of social features.
Even though, it has been proven without a shadow of doubt that those in non player corps are fully capable of creating emergent game play without the need for added tools...

Concerns about added social features being extended to non player corps has been either dismissed entirely or belittled as a non issue. Points have been raised throughout the thread on how the ideology, "that non player corps do not need any more buffs to their current game play" are somehow isolating those players or preventing them from getting more enjoyment out of eve.

Suggestions that social corp tools be focused on buffing player corps. Creating tools that allow for player corps to create content to entice non player corp characters into their corps are also dismissed or belittled . With some repeatedly using the war dec mechanics as an example as to why social corp tools are needed in game for all. While ignoring the concern that added social tools for all players of eve will dilute the need for player corps within game. Instead they start insisting that non player corp characters have the same rights to in game content as player corps, throwing the point off topic.

so i want to refocus the topic.

how do we keep extended social tools from diluting the necessity of player corps ?
are player corps even necessary any more, if so how will extended social tools aid player corps?

it has been demonstrated quite extensively that players do not need player corps to immerse themselves in eve online.

So it bears to reason that the creation of a tool set allowing all players to socially interact with each other better, will unintentionally make player corps a relic in the annals of eve history.

you can argue that point, but it is a important concern and should be addressed satisfactorily . it has been demonstrated that there is no need for player corps in eve online. and that the extended social tools will be more than enough to allow players to enjoy eve online without the need for player corps.

So, again these social tools being made available to all . how exactly are we to be certain that it will not diminish player corps to a trivial subset of eve.

or are we really at that point, that it is time for player corps to die. and now is the time to embrace the new social eve online?






Tyberius Franklin
Federal Navy Academy
Gallente Federation
#717 - 2015-05-30 04:41:30 UTC
So are you suggesting Sov, structures, communal assets and the taxes that often drive those assets (as opposed to funneling into a black hole) will become things of the past?

Also I still find it strange that "social" and "corp" are still being presented as mutually exclusive topics in their relation. Is inter corp socialization supposed to only be possible in alliances? If corps are able to socialize through enhanced mechanics does that make alliances a thing of the past?

Even moreso, were wardecs ever intended to be a counterbalance for all forms of social activity?

The point about social tools working in their current incarnation still ignores the potential for greater content creation with better tools, and does so for reasons that have yet to be explained.

Also, I'd question the point of more enticing player corp tools when those who would be targeted by them have the worst visibility regarding the gains. If I don't see and can't join the society that is doing the things I like I can't really be enticed by it to join then can I? Recruitment tools work best when those you want to recruit can see the benefits of joining.

The needs for player corps are not changed by societies if you believe non-corp entities have viable communication options, and if you don't then again, those options weren't a strong draw leaving a pretty neutral situation.

I guess what I'm getting at is that the line of thinking seems contradictory: Corp social tools are supposedly important to the community, but not enough to entice people to want to join the organizations that have them because they aren't that important because you can do the same without those tools, which in turn means those organizations should have already broken down since that was supposed to be their draw?

And I'm all like wat?
Omar Alharazaad
New Eden Tech Support
#718 - 2015-05-30 05:04:24 UTC
I'm still feeling that these two topics need to be properly separated into different threads so that their individual merits and flaws can be discussed in a coherent fashion without crossing the streams so much.

I'm pretty sure that at least half of the bickering that's gone on for the last 35+ pages has been due to misunderstanding exactly which idea was being discussed.

And discussion is merited, as parties from all sides of the fence have brought up some pretty decent ideas and well formed opinions on both matters... heck I even found myself agreeing with Lucas once or twice, and that almost never happens.

Come hell or high water, this sick world will know I was here.

Sibyyl
Garoun Investment Bank
Gallente Federation
#719 - 2015-05-30 15:15:56 UTC

Feyd Rautha Harkonnen wrote:
Basically, this.

Pretty much says it all.

F


Feyd, instead of being vague, I think it's better to explicitly call out the PC/NPC Corp/Social Group/Corp Lite feature set. I think looking at the chart makes it quite apparent why both proposals rub people the wrong way.

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

Lucas Kell
Solitude Trading
S.N.O.T.
#720 - 2015-05-30 15:31:23 UTC
Sibyyl wrote:
Feyd Rautha Harkonnen wrote:
Basically, this.

Pretty much says it all.

F
Feyd, instead of being vague, I think it's better to explicitly call out the PC/NPC Corp/Social Group/Corp Lite feature set. I think looking at the chart makes it quite apparent why both proposals rub people the wrong way.
The problem with both of those charts is that they treat it like these are all side by side options, while social groups would be additional features for all players over the top of whatever choices they've made for their actual corp membership. Social groups are an improvement to the dire features to assist with socialising outside your corp in EVE, not to replace corp membership.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.