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Conflict drivers: the problem is stability

First post
Author
Garai Nolen
Deep Core Mining Inc.
Caldari State
#1 - 2015-07-26 20:29:02 UTC
This is a re-post (minus profanity and a bit of cleanup) of the post I made on reddit, because some people wanted to see it here too. It honestly feels like reddit gets more CCP attention than these forums do, but regardless, here it is...

All this whining about blue donuts, about winning strategies being boring, about how fozziesov is boring because there's no motivation to actually want to defend your space, about how every runs industry and incursions in highsec for profit, etc., all highlight one simple problem.

The problem with EVE conflict drivers isn't that they don't exist, it's that they are STABLE. They never run out. They never move. And other than moons, they are pretty uniformly spread throughout the various regions of space (speaking large scale).

The reason FW works at all is because it's at least a LITTLE BIT dynamic. Changing/losing systems changes FW mission hubs which upsets the farmers which provides conflict drivers. In FW, system ownership is not "like sov", it IS THE RESOURCE. The fact that the resource is dynamic is what keeps FW at least mildly interesting.

What needs to happen in EVE is simple. Resources need to be depleted and then moved.

Asteroid belts need to deplete on a UNIVERSAL scale. If people mine too much veldspar in highsec then within a few months there should be NO VELDSPAR IN HIGHSEC. If people rat anomalies in a system then no matter how awesome their IHUB, after a few months there should be no more anomalies in that system for a long time. They should be popping up elsewhere in quiet systems instead. Moongoo should be depleted after a few months and new moongoo deposits should spawn on other moons at random to replace them. After a few months of an L4 mission hub like Osmon being run to death, the agent should CLOSE SHOP and another L4 agent should open up business somewhere else. Incursions should stop happening in high sec after they've been farmed extensively. Perhaps Sansha could take a lesson from Bob's Tactical School of Thought and try something new once in a while.

CCP wants conflict to be local, which is great, but space is too big and resources too static at this point to provide any reason for anyone to ever want (need) to move or change locality. There is no TENSION. This means everything is stable, and the winning strategy in stability is to make peace with your neighbors. The only reason people went ANYWHERE pre-Phoebe was for "gudfites", because force projection made it trivial to do so.

What we are basically seeing right now is people saying moving to get gudfites is now too hard, but there is literally NO OTHER REASON to ever want to move anywhere. There is no tension, no reason, that anyone should ever want to leave their stable and safely blue home system. Everything they need can be bought at the local (infinite) Wal-Mart.

---

That was the original post. Some important comments/clarifications from reddit:

... in response to a complaint that this might burn newbs in hisec:

Some non-optimal things could be left out. L1 to L3 missions could probably stand to be left out of this system and remain static. That is plenty of reasonable income for truly new players. (Might have to nerf L3 LP a tad, since blitzing them in fast ships can be a bit too competitive, but that's a minor tweak).

But more interestingly, several of the best newb income streams; wormhole daytripping in C1/C2 holes, exploration in empire (hi and low), and FW stuff, is ALREADY based on somewhat dynamic resources. This isn't a coincidence; the fact that these are dynamic activities that reward active play and are difficult to bot/automate/multibox/minmax by established vets is exactly WHY they are good newb income streams.

... in response to ""Making certain areas more valuable than others will drive conflict" where have I heard this before?"

The key difference is I'm talking about a system that doesn't maintain a static shape. The problem with the previous iteration on making certain areas more valuable than others was that of course Goon/PL/whoever just took those areas and then, that's it, game over. No change. Blue up everyone.

Making some areas more valuable than other TEMPORARILY means people have to move. Goons and PL and whoever have to relocate if they want to remain dominant. Moving is hard. The bigger you are, the harder it is to move. It also exposes you. It's a natural tension against absolute size.

... in response to many posts along the lines of "this won't stop Goons from winning EVE"

I have no illusions that this will somehow stop stable organizations like CFC from winning EVE. But that's fine, because I don't have a problem with them winning EVE.

My only issue is that the WAY they win EVE right now is incredibly boring for EVERYone. Goons winning EVE SHOULD take the form of them steam rolling around null wherever they need to go as resources shift, with everyone else responding in some fashion or other, whether it's to put up a fight or get the hell out of the way. This dynamicism is what causes pew pew.

Winning SHOULD NOT take the form of Goons (or PL or rusrus) sitting in one region with no motivation to go anywhere or bug anyone except for "gudfites" because they have all the resources and ISK generation they could ever want, forever, infinitely, within their current borders.
joecuster
Anime Masters
#2 - 2015-07-26 20:37:59 UTC
I want to believe. This may be the first good idea posted to these forums
ShahFluffers
Ice Fire Warriors
#3 - 2015-07-26 22:27:25 UTC
Look... if people REALLY want more conflict then resources and greed are not the way to go about it. Strong economies and moneymaking requires stability and people would rather take a "bad deal" to make a low amount of money indefinitely than risk everything on making... say... ~20+% more money somewhere else (see: why many people stay in high-sec).


If you want to increase conflict... you have to remove the tools people use to keep themselves safe. Remove anchorable bubbles (but not DICs or HICs) and docking restrictions on all stations in the game.
With such changes, no corporation/alliance will be able to keep hostiles "out" without putting in serious effort and have to massively change tactics and standard operating procedures.

I'd also say put Local chat on a delay too... but that might be going too far. Twisted
Nasar Vyron
S0utherN Comfort
#4 - 2015-07-26 23:33:47 UTC  |  Edited by: Nasar Vyron
ShahFluffers wrote:
Look... if people REALLY want more conflict then resources and greed are not the way to go about it. Strong economies and moneymaking requires stability and people would rather take a "bad deal" to make a low amount of money indefinitely than risk everything on making... say... ~20+% more money somewhere else (see: why many people stay in high-sec).


If you want to increase conflict... you have to remove the tools people use to keep themselves safe. Remove anchorable bubbles (but not DICs or HICs) and docking restrictions on all stations in the game.
With such changes, no corporation/alliance will be able to keep hostiles "out" without putting in serious effort and have to massively change tactics and standard operating procedures.

I'd also say put Local chat on a delay too... but that might be going too far. Twisted


The OP was pretty much on the mark for what is needed as far as to drive conflict, and that is dynamic resources. Incursions time has past, they need to go and be replaced with a new group-oriented isk faucet. Preferably most of the income located in LOW secutiry space and flows out into null with noob-friendly versions flowing into HS. Something to wet their appetite to venture into areas where assets must be risked but not reward so much as to allow them to feel satisfied staying in HS.
Mining belts moving around within a constellation would work wonders just to keep players moving even locally. Anoms drying up for a short time may not work as well as well as you'd think as their individual income already pales to that of mining or HS incursions ever since the removal of fighter assign. However increasing their spawn time may work better as an over-use penalty, as this would have the same effect of making systems support fewer players. That combined with the most recent changes could work to persuade players to spread out even more from centralized hubs to occupy all their space without too much (if any) in the way of lost profits.


Now for a tad OT:
Shah, you want to add risk yet said it yourself that this is the exact reason why people STAY IN HIGH SEC.

Adding more risk to the system does not create conflict, it reduces is as those who are unwilling to risk that little bit more for effectively no gain over high sec will undoubtedly - move to high sec or quit outright. With EVE's current numbers simply saying goodbye to those current members is not an option. I feel we're already on the precipice of the point of no return as far as active accounts go.

CCP's plan as of late has been to constantly throwing out patches (hoping their player base will continue to be patient with them as they tweak these changes) knowing full well vet players will leave in the interim while offering nothing to attract and retain new players to replace them has been detrimental to the game and is the reason we are in the position we are in today. At the current rates our beloved game would literally last longer with no changes being implemented at all and allowing the slow bleed to take us. CCP putting most of their staff to work on on mechanics current active players were in no rush to obtain and only placing a small team to focus on NPR is/was a bad business decision and one they need to look at drastically before even OP's ideas are put into effect.
elitatwo
Zansha Expansion
#5 - 2015-07-27 01:26:06 UTC
I have the ultimate conflict driver for low and nullsec - polarize people on undock fir five minutes to remove station humping.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

FT Diomedes
The Graduates
#6 - 2015-07-27 01:51:03 UTC
elitatwo wrote:
I have the ultimate conflict driver for low and nullsec - polarize people on undock fir five minutes to remove station humping.


I do not think you understand what he means by conflict driver... You are talking about creating consequences for undocking. He is talking about reasons to undock.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

elitatwo
Zansha Expansion
#7 - 2015-07-27 02:09:56 UTC
Fine, I'll stop.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#8 - 2015-07-27 03:11:54 UTC
Great post OP. Isn't it hilarious that in Eve, the more you mine the more it seems there is to mine? And no matter how many pirates you murder they keep building bases in the systems where they always lose?

Historically conflict had definitely been driven IRL by resources being exhausted and people moving to the next forest, lake, or mine.

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

Shallanna Yassavi
qwertz corp
#9 - 2015-07-27 04:02:18 UTC
This guy makes sense. The proposed changes would cause fireworks.

Still...
With resources moving around, that would mean casuals would have even less reason to set up in not-hisec, and actually storing anything out there would go from slightly crazy to ridiculously insane. Their buildings are going to get wrecked for whatever's in them eventually as it is, but when the universe's harvestable resources pile up in their sectors, the big scary goons are just going to wreck and steal everything. The risk-reward equation will favor staying in hisec even more for these types, unless they are very careful about keeping the resources in their sectors down so blobbing the place isn't worth it. Or just leaving.

The same thing applies to just running around in lowsec at all and trying to run sites-the people there have gotten very efficient at blobbing anyone who might be a "spai" or "thief." They have the people, they have the gear, they have the skill stats, they have the coordination to just roflstomp anyone they find. It would become either go big or go home.

A signature :o

FT Diomedes
The Graduates
#10 - 2015-07-27 04:06:55 UTC
Depleting resources would certainly tend to encourage conflict. It would make fights matter. It also advantages those who currently have resources. And it rewards those willing to go to difficult to reach or dangerous spaces to reap the benefits.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Zappity
New Eden Tank Testing Services
#11 - 2015-07-27 04:52:01 UTC  |  Edited by: Zappity
I like this but I'm concerned that so much isk and resources have already accumulated that this would take years to have an effect.

I wonder very much about the player built star gates, where they will lead, and what we will (and, more importantly, will NOT) be able to transport there.

Zappity's Adventures for a taste of lowsec and nullsec.

Hwi Ix
The Scope
Gallente Federation
#12 - 2015-07-27 05:02:15 UTC
Zappity wrote:
I like this but I'm concerned that so much isk and resources have already accumulated that this would take years to have an effect.

I wonder very much about the player built star gates, where they will lead, and what we will (and, more importantly, will NOT) be able to transport there.



Eve isn't going anywhere (hopefully). We can wait
Barrogh Habalu
Imperial Shipment
Amarr Empire
#13 - 2015-07-27 05:46:41 UTC
This idea is being proposed on the constant basis, although this is, perhaps, the best presentation I've seen.
Zappity
New Eden Tank Testing Services
#14 - 2015-07-27 06:06:19 UTC  |  Edited by: Zappity
Oops, wrong thread :)

Zappity's Adventures for a taste of lowsec and nullsec.

Haatakan Reppola
Science and Trade Institute
Caldari State
#15 - 2015-07-27 08:43:42 UTC
Anyone else notice that OP want resources to change places, but then say that incursions that weekly require people to move 10-40 jumps is bad?

Yes null/low resources should not be static as it is today, but you will never get large alliances to move and take a new region every few months without increasing the income they have ALOT. Most wars cost insane amounts of isk (from a single player perspective atleast), its not unheard of to see battlereports with 100+ billion lost and thats 1 battle.

If it cost 100b to take a new set of systems with better resources, those systems have to pay ATLEAST 100b more than the systems you already have before its depleted and you have to move. We are easily talking 100b per system, few month to deplete and the income needed to justify a war starts to become insane
Lu Ziffer
Balanced Unity
Goonswarm Federation
#16 - 2015-07-27 09:23:45 UTC
What is the biggest income in 0.0? moonmining asteroidmining or ratting

Its ratting you can make 75mil per hour afk and up to 200mil per hour active with it.
you can switch the ressources around however you want 90% of all ore in 0.0 is not mined because 20mil per hour is not worth the work in comparison to ratting.
If you look at moon mining there are a few very good moons and if you have them you can make 5bil a month mining them but that is 25hours of solo ratting.

Yes ressources and npc spwans should not be that static but ressources are not a confict driver on coalition level.
elitatwo
Zansha Expansion
#17 - 2015-07-27 10:00:32 UTC
Haatakan Reppola wrote:
Anyone else notice that OP want resources to change places, but then say that incursions that weekly require people to move 10-40 jumps is bad?

Yes null/low resources should not be static as it is today, but you will never get large alliances to move and take a new region every few months without increasing the income they have ALOT. Most wars cost insane amounts of isk (from a single player perspective atleast), its not unheard of to see battlereports with 100+ billion lost and thats 1 battle.

If it cost 100b to take a new set of systems with better resources, those systems have to pay ATLEAST 100b more than the systems you already have before its depleted and you have to move. We are easily talking 100b per system, few month to deplete and the income needed to justify a war starts to become insane


Actually that cost of war is not paid in isk but labor and when you have enough people (nope, not your alts and bots) the cost goes down not up.
Bake outpost with a bakery, make your own stuff, give you alliance buddies. It may also be convenient to farm DED plexes for blue mods to put on.
The value of lost stuff in highly inaccurate since only an average in market prices are estimated.

And here are some estimates:

A carrier costs 500 million isk - the book itself for each one
~ 30 million tritanium
~ 20 million pyerite
~18 million mexallon and so on.

The values here are examples, not the actual values of course but you should get the point of how this works.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Qerek
State War Academy
Caldari State
#18 - 2015-07-27 22:00:26 UTC
This is probably the coolest idea I have seen posted in a long time.

Imagine a nullsec where increased ratting would bring your mil index up, but lower the quality of your anom spawns. You would then have to leave that system alone for awhile to let the spawn quality go back up, but that would reduce your index making it harder to defend. The PDAs (or whatever replacement they come out with) may end up being the most important upgrade for index control if they are tuned properly.

Mining would have the same problems.

I'm sure the idea of dynamic sec-status has been suggested before, but this idea would fit very well with it.
Vic Jefferson
Stimulus
Rote Kapelle
#19 - 2015-07-27 22:16:34 UTC
Start with the biggest offender - High Sec. You can barely get people interested in moving to null as it is, and part of that is HS is so profitable and secure, and as you show, not subject to depletion. Basically you don't want to make null worse than it already is, and expect people to want to fight over it.

If Incursions or L4s were actually exhaustible, null space would stand to be more desirable than it is right now; the problem isn't that null regions are beginning to support the needs of those who live there, it's that HS does this better and with less hassle than null. Null has such a low population density compared to high that resources out there should effectively be limitless compared to HS. However, L4s and Incursions have long been 'sacred cows'; as much as they need to be curtailed, and for as many reasons, it probably won't happen.

Vote Vic Jefferson for CSM X.....XI.....XII?

Xe'Cara'eos
A Big Enough Lever
#20 - 2015-07-28 17:25:40 UTC
how do you then stop the vets depleting everything in HS, leaving nothing for the noobs?

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

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