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Conflict drivers in EVE and how could we improve them?

Author
Mikhem
Taxisk Unlimited
#1 - 2015-06-15 14:15:52 UTC  |  Edited by: Mikhem
EVE is all about construction and conflict. Conflict driver is important pair of words when we think about conflict. That gave me idea to create thread to discuss about conflict drivers in EVE (what are they) and what could be done to improve conflict driver system.

I started this thread by writing everything about this subject to paper and then I constructed this thread based on those notes.

Current conflict drivers in EVE:
- Current bounty system.
- To revenge someone something.
- Controlling area in EVE nullsec.
- Destroying valuable ships and valuable cargo in ships.
- Faction warfare.
- War declarations between capsuleer corporations and alliances.
- Defender allies in war declarations.
- Humiliating miners.
- Thera

How could existing conflict drivers made better:
- Could ship value and ship cargo value be increased? Blueprint copies have currently no value and ships skins allow now limitless use so they can't increase destroyed ship value.
- In average all professions should produce more ISK than is destroyed in random PVP.

Over time I have made several ideas that could (theoretically) work as excellent conflict driver system:

Mercenary contract

Public SOS call when you are under attack

Old combat sites would turn to salvage sites

Public standings

Solar system bounty

Hologram projector for advertisement centers
I have noticed that bringing even Minmatar ESS to mostly Amarr controlled null sec is considered hostile act.

Low sec turrets that send SOS call when attacked

Corpse trophy window

Mikhem

Link library to EVE music songs.

Portiko
School of Applied Knowledge
Caldari State
#2 - 2015-06-15 14:43:40 UTC
There shouldn't be a need for conflict drivers in an environment like new Eden. If anything, Eve should be a game about avoiding conflict which in many ways, it is.

SDPPenter link description here

Send dick pics please...

GankYou
9B30FF Labs
#3 - 2015-06-15 14:56:10 UTC
Rotate R32/64 availability ever so often.
Prt Scr
569th Freelancers
#4 - 2015-06-15 14:59:17 UTC
If you want conflict in eve the best way to get some is work with PL (-10) . They will back stab you and you will get all the conflict you don't want. It is saying something that I trust PL less then I trust the goons. At least goons have the balls to admit that they are bottom feeders and don't claim the moral high ground. If goons shoot you it will be in the face not a PL back-stab in a dark alley which they will then justify as your own fault.

uɐıssnɹ pɐǝɹ ʇ,uɐɔ ı ʇnq ʎɹɹos ɯ,ı

Rowells
Pator Tech School
Minmatar Republic
#5 - 2015-06-15 16:22:23 UTC
'Conflict drivers: Current bounty system'

Lol
ShahFluffers
Ice Fire Warriors
#6 - 2015-06-15 16:44:25 UTC
Mikkem wrote:
- In average all professions should produce more ISK than is destroyed in random PVP.

This is already the case if you know what you are doing.

However, if you are trying to say that all activities should produce/gain more ISK than what is effectively lost even while being incompetent then I only have this to say;

You do know what inflation is, right?


The real core of the problem is...

- anyone with half a brain will try to minimize the risk to their money making activities. It just makes sense.
- humans are, by and large, risk adverse. The real question is to what degree is each person is adverse (see: what is their "tolerence level"?)
- once humans reach a certain level of comfort with something (see: they acclimate), they don't want to see it change... especially if the change takes away some of that comfort or makes their current level of comfort seem "bad."


To create or engineer conflict you have to challenge these things in all areas of the game (so people can't just "run and hide").
Sarrgon
Avalonians United
#7 - 2015-06-15 17:02:58 UTC
To me its a double edged sword, need destroyed ships all over Eve to drive the market, or economy stalls, but how many have raged quit over it or new players who say screw this cause they keep getting war dec'd and they have only been playing a few months or less. Destruction keeps the economy going but also keeps the player numbers down. So the trick to me is, how to keep the economy going and improve on it while keeping new players safe and people who not want to pvp safe.

Maybe each null sec alliance picks a faction, caldari / amarr or gallante / minmatar and opposing sides puts a bounty on them, so as you kill a ship in null sec you also get a small bounty, like ratting but with players. Or something like that. Safer new player areas, free of ganks and war dec's, till they get old enough and decide to leave the new player area, give them a chance to learn the game, ins and out before venturing out.

Just more incentives to move more pvp to low and null sec rather then some alliances have over 100 war decs atm looking for them easy kills.

Feyd Rautha Harkonnen
Doomheim
#8 - 2015-06-15 17:13:17 UTC

Ostensibly one good way to increase conflict and content drivers is to stop removing them.

F
Do Little
Bluenose Trading
#9 - 2015-06-15 17:23:34 UTC
Eve is about player interaction which can be competitive or co-operative. Competition can take place on the battlefield or the markets and the unarmed null-sec explorer who successfully returns home with his loot has been interacting competitively with the players trying to catch him and, arguably needs more skill to consistently evade his hunters than they need to catch and kill him.

Herzog Wolfhammer
Sigma Special Tactics Group
#10 - 2015-06-15 17:37:26 UTC
You want a real conflict driver?

Here we go:

Make all resources finite. And of the stuff built from finite resources, make them a resource that is also finite. For example: a capital ship goes down, make it yield enough to build say 80 percent of the next capital - or maybe it gets scavenged by someone needing to build smaller ships.

Imagine that: resources are finite. People will fight over them (as they have done in the entire history of the human race). After the fight, there is plenty of salvage in the field.

People are going to fight over that too.

Will you be the one controlling the resources or will you be snatching scraps from the table?


Make resources finite, EVERYWHERE, from the highsec belt to the nullsec moon. Do that and oh you will have conflict alright. The game would be unrecognizable after a change like that. The only people who will squeal the loudest are the ones sitting on their piles of moon goo and growing fat in their dotage and can't play the game any more.

Bring back DEEEEP Space!

Rhalina Sedai
Doomheim
#11 - 2015-06-15 17:47:03 UTC
The biggest conflict driver in Eve is in our opinion Concord.

FSOP (Free Systems of Panorad)

Tipa Riot
Federal Navy Academy
Gallente Federation
#12 - 2015-06-15 18:12:21 UTC
Herzog Wolfhammer wrote:


Make all resources finite. And of the stuff built from finite resources, make them a resource that is also finite. For example: a ore.

Nice idea! Maybe not actual finite, cause RL is also based on (assumed) infinite resources Twisted. But an economy based on 80% recycling would be interesting.

I'm my own NPC alt.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#13 - 2015-06-15 18:34:07 UTC
Herzog Wolfhammer wrote:
Make all resources finite.

Are you talking about having a limited amount of a certain resource in the game at any point in time? Also is isk one of those finite resources?
Jenn aSide
Worthless Carebears
The Initiative.
#14 - 2015-06-15 18:46:31 UTC  |  Edited by: Jenn aSide
Worrying about 'conflict drivers' is a mistake. Those things are artificial and rely on certain beliefs that end up not being true (such as the idea that people in a video game will compete for finite resources lol). Because the belief is based on false ideas and the false belief that you can entice people into doing what you want, you end up with weird results.

Here is my favorite example.
Quote:
Expected consequences

Some alliances will immediately start wanting to look for better space
In the longer run, there'll be more conflicts going on, with more localized goals
Newer alliances will have an easier time getting a foothold in nullsec
Coalitions will be marginally less stable
Alliances will have to choose more carefully what space they develop, where their staging systems are, and so on (low truesec systems generally tend to be in strategically inconvenient places)


The real end result was the exact opposite of all the above "expected consequences".

This isn't the only example, CCP stuffs low sec including FW with rewards. End result conflict? nope, end result farming lol. in some cases, rewards and 'conflict drivers' spawn COOPERATION, not conflict. Remember OTEC?

People should let go of the idea that you can engineer people behaviors in an open world mmo video game. You want conflict, just make a game and don't ve super strict on the rule of engagement, be loose on the rules of conflict in game. Add guns. Watch fighting start. And tears. Followed by metagaming in the form of the weak begging the developers to nerf the strong while pretending their begging is all about new players and player retention Twisted
Herzog Wolfhammer
Sigma Special Tactics Group
#15 - 2015-06-15 19:55:36 UTC
Tyberius Franklin wrote:
Herzog Wolfhammer wrote:
Make all resources finite.

Are you talking about having a limited amount of a certain resource in the game at any point in time? Also is isk one of those finite resources?



ISK suffers from the same problem that modern RL currency suffers from: it's not based on any commodity. ISK, like the US dollar, is created out of nothing (look up Federal Reserve and Quantitative Easing).

Thus because of this, inflation and ISK devaluation can result.


When I say "all resources", I refer to all of them. That would mean missions and rats too. Think about this: does Serpentis, Angels, Sansha, etc. keep sending in forces to get creamed over and over when everybody and their brother is ratting? Of course not. Their command will say "OK boys, we've lost this system. Let's go somewhere where we are not so un-loved".

Do mission agents really have work for everybody and their brother who collect in a few areas?

Competition for work or dominance over greener pastures are also conflict drivers.

So if you limit the 'physical' commodity resources by making them finite, but not the ISK fountains, then you will see a day when one unit of tri costs a million ISK and that would be a bargain. And it will be because there will be people who have the ISK to pay that. (This is also called "moral hazard" for example the housing bubble in the USA in 2008 was a result of lenient lending rules making it too easy to get a mortgage and hence driving up the costs of homes).

I said "an entirely different game" after all. But I don't think the game would suffer. Maybe the min-maxers who play with one eye on the wallet will get angry and leave. And of course the killboard addicts who have to lob tons of metal at everything and everything is all about stats in ISK killed/lost will be perturbed. But if you imagine a game where building titans galore means draining all of your moons dry and/or mining out every last belt under your control we would not be groaning under the weight of so many titans and watching things as dumb as arbitrary jump fatigue being implemented.

Bring back DEEEEP Space!

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#16 - 2015-06-15 20:19:43 UTC  |  Edited by: Tyberius Franklin
Herzog Wolfhammer wrote:

ISK suffers from the same problem that modern RL currency suffers from: it's not based on any commodity. ISK, like the US dollar, is created out of nothing (look up Federal Reserve and Quantitative Easing).

Thus because of this, inflation and ISK devaluation can result.


When I say "all resources", I refer to all of them. That would mean missions and rats too. Think about this: does Serpentis, Angels, Sansha, etc. keep sending in forces to get creamed over and over when everybody and their brother is ratting? Of course not. Their command will say "OK boys, we've lost this system. Let's go somewhere where we are not so un-loved".

Do mission agents really have work for everybody and their brother who collect in a few areas?

Competition for work or dominance over greener pastures are also conflict drivers.

So if you limit the 'physical' commodity resources by making them finite, but not the ISK fountains, then you will see a day when one unit of tri costs a million ISK and that would be a bargain. And it will be because there will be people who have the ISK to pay that. (This is also called "moral hazard" for example the housing bubble in the USA in 2008 was a result of lenient lending rules making it too easy to get a mortgage and hence driving up the costs of homes).

I said "an entirely different game" after all. But I don't think the game would suffer. Maybe the min-maxers who play with one eye on the wallet will get angry and leave. And of course the killboard addicts who have to lob tons of metal at everything and everything is all about stats in ISK killed/lost will be perturbed. But if you imagine a game where building titans galore means draining all of your moons dry and/or mining out every last belt under your control we would not be groaning under the weight of so many titans and watching things as dumb as arbitrary jump fatigue being implemented.

Such an idea opens the way for a true deadlock. All the current powers have to do is throw their manpower at mining and missioning for a while to starve the rest of the game out of potential competition. Storage of assets in invincible NPC stations ensures they cannot be lost and used against you, and aversion of risk becomes rampant due to the mechanical inability to replace losses. When every titan you create means a titan your opposing coalitions can't have or hundreds of subcaps denied from any entities that might harass you, why would you not be stripping every system bare and cranking them out?
Enya Sparhawk
Black Tea and Talons
#17 - 2015-06-15 20:30:22 UTC  |  Edited by: Enya Sparhawk
LOL
Jeez, you people realize this is just a game right? When you add a finite element to it, the game ends...
(I believe they've already done this ingame with The Prophecy of Macaper (Chronicle)

There's your conflict driver.

I'm a writer, I have found that mechanics don't create conflict...

Words do.

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#18 - 2015-06-15 23:32:34 UTC
Rhalina Sedai wrote:
The biggest conflict driver in Eve is in our opinion Concord.

Concord is a necessary evil. The current implementation of faction police on the other hand...

Founder of Violet Squadron, a small gang NPSI community! Mail me for more information.

BeBopAReBop RhubarbPie's Space Mediation Service!

Aza Ebanu
Brutor Tribe
Minmatar Republic
#19 - 2015-06-16 00:50:04 UTC
Herzog Wolfhammer wrote:
Tyberius Franklin wrote:
Herzog Wolfhammer wrote:
Make all resources finite.

Are you talking about having a limited amount of a certain resource in the game at any point in time? Also is isk one of those finite resources?



ISK suffers from the same problem that modern RL currency suffers from: it's not based on any commodity. ISK, like the US dollar, is created out of nothing (look up Federal Reserve and Quantitative Easing).

Thus because of this, inflation and ISK devaluation can result.


When I say "all resources", I refer to all of them. That would mean missions and rats too. Think about this: does Serpentis, Angels, Sansha, etc. keep sending in forces to get creamed over and over when everybody and their brother is ratting? Of course not. Their command will say "OK boys, we've lost this system. Let's go somewhere where we are not so un-loved".

Do mission agents really have work for everybody and their brother who collect in a few areas?

Competition for work or dominance over greener pastures are also conflict drivers.

So if you limit the 'physical' commodity resources by making them finite, but not the ISK fountains, then you will see a day when one unit of tri costs a million ISK and that would be a bargain. And it will be because there will be people who have the ISK to pay that. (This is also called "moral hazard" for example the housing bubble in the USA in 2008 was a result of lenient lending rules making it too easy to get a mortgage and hence driving up the costs of homes).

I said "an entirely different game" after all. But I don't think the game would suffer. Maybe the min-maxers who play with one eye on the wallet will get angry and leave. And of course the killboard addicts who have to lob tons of metal at everything and everything is all about stats in ISK killed/lost will be perturbed. But if you imagine a game where building titans galore means draining all of your moons dry and/or mining out every last belt under your control we would not be groaning under the weight of so many titans and watching things as dumb as arbitrary jump fatigue being implemented.

^^Truth
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#20 - 2015-06-16 01:37:49 UTC
Defender allies are probably one of the most detrimental parts of the war declaration system with regards to its use by the general populace. While it makes getting help easy, and is great for mercenary work it presents a tremendously powerful deterrent to using war declarations if you have anything at all going on in your corp/alliance other than PVP.

Effectively declaring a war allows anyone else in the game to declare war on you for free and to be able to shoot you in 4 hours, rather than 24 and doing this has no additional consequence for either the defender or their ally.

The best example of this was when the mechanic was introduced. Several nullsec alliances had the idea that highsec PVP was "broken" (largely because they didn't understand aggression mechanics, didn't have their overviews set up to show who they could shoot at and because other people in nullsec had also told them various erroneous things about highsec PVP) and that somehow inferno would "fix" it without actually having the faintest idea what the changes were.

Subsequently TEST and GSF declared war on various highsec groups they didn't like, in particular The Honda Accord and subsequently found their war jumped on by every trade hub camper in the game.

A less extreme version of that scenario is the experience that Joe the miner is opening himself and his corpmates up to if he declares war on his neighbor because he's annoyed at them mining out the asteroid belts in his system.

People like myself who're in a perpetual state of highsec warfare and whose corpmates are exclusively doing highsec PVP all the time generally couldn't care less about who allies into our wars and as mercenaries are largely only positively affected by the mechanic. However it provides a massive disincentive to everyone with any non-PVP activity going on in their group.

If people want wars to be fought between peers with rivalries rather than professional aggressors against whoever there needs to be more balance in the ally system. Choosing to accept an ally into your war needs to have a potential consequence for the defender, because right now there is none.

Having declaring war paint a gigantic "Please screw my butthole until it's raw" sign on you might sound great to some people, but all it really does is make the mechanic useless to the vast majority of the people in the game while doing nothing at all to affect people who live on highsec wars.
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