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Should High sec go away?

Author
Black Pedro
Mine.
#141 - 2015-08-13 16:56:48 UTC
Tiddle Jr wrote:
Black Pedro wrote:

In fact, highsec has never been safer.


Safer? From what pov? We have two types of npc presenting peace and order in high sec. But looks like it's not enough. CCP interface with huge dilemma - confirm ganking is legal and support code like activities but make all those rivers tears from pilots who were ganked or fix the CONCORD response time and it's presence in high sec to make only duels and war decs pvp activities allowed in high sec.

Current meta is just half cooked stuff like many others. Why there are this silly sys sec status difference? What's the difference between 1.0 & 0.9? Or 0.5 vs 0.6.

It is mechanicallly at the safest it has ever been. CONCORD times are at their shortest, insurance nerfs have made ganking the least profitable, and EHP of mining ships and freighters are at their highest.

There is a huge difference in cost to gank in a 1.0 and 0.5. Of course, no where is safe in Eve so you can gank things in a 1.0, but it is way more costly and difficult than in a 0.5 system.

You are asking to remove non-consensual PvP from Eve. If you just leave duels (opt-out: single check box) and wardecs (opt-out: NPC corp), you would break much of the game. Hauling would be meaningless, and NPC corp members could flaunt 5B blinged-out, yield fit Hulks with impunity.

It will never happen.
Sarrgon
Avalonians United
#142 - 2015-08-13 17:13:54 UTC
Black Pedro wrote:
Tiddle Jr wrote:
Black Pedro wrote:

In fact, highsec has never been safer.


Safer? From what pov? We have two types of npc presenting peace and order in high sec. But looks like it's not enough. CCP interface with huge dilemma - confirm ganking is legal and support code like activities but make all those rivers tears from pilots who were ganked or fix the CONCORD response time and it's presence in high sec to make only duels and war decs pvp activities allowed in high sec.

Current meta is just half cooked stuff like many others. Why there are this silly sys sec status difference? What's the difference between 1.0 & 0.9? Or 0.5 vs 0.6.

It is mechanicallly at the safest it has ever been. CONCORD times are at their shortest, insurance nerfs have made ganking the least profitable, and EHP of mining ships and freighters are at their highest.

There is a huge difference in cost to gank in a 1.0 and 0.5. Of course, no where is safe in Eve so you can gank things in a 1.0, but it is way more costly and difficult than in a 0.5 system.

You are asking to remove non-consensual PvP from Eve. If you just leave duels (opt-out: single check box) and wardecs (opt-out: NPC corp), you would break much of the game. Hauling would be meaningless, and NPC corp members could flaunt 5B blinged-out, yield fit Hulks with impunity.

It will never happen.


No one is saying get rid of ganking, just to make it harder, make them pick and choose their targets more wisely. Always will be them idiots that want to auto pilot their freighter through Nairja and or Uedema carrying billions of ISK worth of merchandise. But for all the miners and ice miners who can't do anything for fear of being ganked, those that try to extort money from them to mine in peace, when you have dozens of high sec systems that is more violent and more ISK lost then most low or null sec systems you know something is wrong.
Avvy
Doomheim
#143 - 2015-08-13 17:28:00 UTC
Sarrgon wrote:
What I think is ironic, always got those that feel everyone should PVP or do this that or another, to them this is how the game SHOULD be played, but the said person pays to play this game, whether it is real life money or earns enough ISK to plex every month. To me, let that said person play the way they want to, they payed for it.

But if you want to solve the high sec problem, double the amount of concord ships and double their response time. Can still get ganked, but will take more people in bigger ships, make them more pick and choose on what to gank instead of anything they mostly feel like. Think most will agree that ganking and war decs are out of control.



Paying to play a PvP game and you would like players to be able to PvE without anyone attacking them. So PvE players would become isk making machines as they would have next to no losses.

Both PvP and PvE players share the same markets, so why should PvE players get a huge advantage over PvP players in a PvP game, where the markets and making isk is concerned?

As for wardecs how can they be out of control as it's a PvP game?

They should get rid of CONCORD altogether.


What seems to be out of control is PvE players trying to turn high-sec into a PvE area.
Sarrgon
Avalonians United
#144 - 2015-08-13 17:40:26 UTC
Avvy wrote:
Sarrgon wrote:
What I think is ironic, always got those that feel everyone should PVP or do this that or another, to them this is how the game SHOULD be played, but the said person pays to play this game, whether it is real life money or earns enough ISK to plex every month. To me, let that said person play the way they want to, they payed for it.

But if you want to solve the high sec problem, double the amount of concord ships and double their response time. Can still get ganked, but will take more people in bigger ships, make them more pick and choose on what to gank instead of anything they mostly feel like. Think most will agree that ganking and war decs are out of control.



Paying to play a PvP game and you would like players to be able to PvE without anyone attacking them. So PvE players would become isk making machines as they would have next to no losses.

Both PvP and PvE players share the same markets, so why should PvE players get a huge advantage over PvP players in a PvP game, where the markets and making isk is concerned?

As for wardecs how can they be out of control as it's a PvP game?

They should get rid of CONCORD altogether.


What seems to be out of control is PvE players trying to turn high-sec into a PvE area.

High sec IS a PVE area, all of Eve is a PVE area, Eve is great since you can do what you like, not have others like you try to force people to play a certain way, some like to PVP, some don't but also many PVP'ers also PVE to pay for their PVP habits. PVE alts are very abundant. It is thoughts like yours that drive away MANY new potential players, new people keep games like this alive. And have talked to many that say screw this they can't even learn a game cause of ganks and constant war decs. So they move onto another game. And the, well this game isn't for them attitude is just BS.
Tippia
Sunshine and Lollipops
#145 - 2015-08-13 17:50:32 UTC  |  Edited by: Tippia
Sarrgon wrote:
No one is saying get rid of ganking, just to make it harder, make them pick and choose their targets more wisely.
This is already the case, which is why ganks are so freakishly rare. So what on earth kind of reason is there to make them even harder at a time when the only sane and sensible direction to go is to make them easier?

Quote:
when you have dozens of high sec systems that is more violent and more ISK lost then most low or null sec systems you know something is wrong.
Even if that were the case (it isn't), there's nothing particularly wrong with that. Highsec is a highly populated PvP arena — of course there will be a fair amount of losses.

Quote:
High sec IS a PVE area, all of Eve is a PVE area
It is also a PvP area, and if players want to avoid PvP, they should not be playing a full-time PvP game. This is not a BS attitude — it's a fundamental truth about the game, about its core gameplay, and about its intended customer base. It's no different than saying that Harvest Moon players should probably not go to CoD/BF/[Military Shooter 2016] to get what they want.

The idea of letting people not be subject to PvP at all time and to give them a PvE-only zone is so antithetical to the core design of the game that the would pretty much instantly cease to function if anything of the kind happened.
Sarrgon
Avalonians United
#146 - 2015-08-13 18:02:37 UTC
Tippia wrote:
Sarrgon wrote:
No one is saying get rid of ganking, just to make it harder, make them pick and choose their targets more wisely.
This is already the case, which is why ganks are so freakishly rare. So what on earth kind of reason is there to make them even harder at a time when the only sane and sensible direction to go is to make them easier?

Quote:
when you have dozens of high sec systems that is more violent and more ISK lost then most low or null sec systems you know something is wrong.
Even if that were the case (it isn't), there's nothing particularly wrong with that. Highsec is a highly populated PvP arena — of course there will be a fair amount of losses.

Quote:
High sec IS a PVE area, all of Eve is a PVE area
It is also a PvP area, and if players want to avoid PvP, they should not be playing a full-time PvP game. This is not a BS attitude — it's a fundamental truth about the game, about its core gameplay, and about its intended customer base. It's no different than saying that Harvest Moon players should probably not go to CoD/BF/[Military Shooter 2016] to get what they want.

The idea of letting people not be subject to PvP at all time and to give them a PvE-only zone is so antithetical to the core design of the game that the would pretty much instantly cease to function if anything of the kind happened.



Check out trade hubs, Nairja, Uedema, popular mining systems. If you want to cause even more people to unsub, then sure make ganking easier. Yeah Eve is also one big PVP arena, but those that not want to pvp, shouldn't have to, though most high sec so called pvp is really one sided, how hard is it to blow up a ship that can't even fight back, takes a herioc person to gank a hulk or freighter. Will sing their songs of their bravery for generations to come......

I know plenty that are also building up a war chest to head out or go back to low / null and takes them a lot longer cause of all of this. I know on most of these subjects we can at least agree to disagree.
Tippia
Sunshine and Lollipops
#147 - 2015-08-13 18:15:25 UTC  |  Edited by: Tippia
Sarrgon wrote:
Check out trade hubs, Nairja, Uedema, popular mining systems.
…all of which show how exceedingly rare ganking is these days. An even more obvious example is to look as such old gank havens as Motsu, Niarja, Aunia, or Penirgman — places where ganks were an hourly occurrence but where days or even weeks can now go by without any aggression at all, much less any ganks.

Hell, Jita and Perimeter used to have these huge CONCORD clouds hanging around both the 4-4 station and the connecting gates. I just looked at zkillboard and had to flip through to page 16 to see the first appearance of CONCORD in Jita. In Perimeter, it was only on page 2, but that's apparently because nothing dies in Perimeter any more — that CONCORD kill is 7 days old…

Put another way: anyone who even remotely suggests or hints at ganks being too common these days is, at best, completely ignorant and utterly disqualified from even discussing the topic until they check in with reality; at worst they're a full-blown idiot or a troll. Those are the only three options.

Quote:
If you want to cause even more people to unsub, then sure make ganking easier.
There's almost nothing to suggest this. If anything, the numbers rather correlate the other way around: as the screws have been tightened on ganking, the server activity has gone down.

Quote:
Yeah Eve is also one big PVP arena, but those that not want to pvp, shouldn't have to
Yes they should. Again, that's the core design concept of the game. It's a full-time PvP game. If you don't want to PvP, this isn't the game you want. If you want areas of complete safety, this isn't the game you want. Not PvP:ing is not an sensible option in a PvP game.

Quote:
though most high sec so called pvp is really one sided
All combat is one-sided. It's inherent in how people choose to approach combat — anything else would be stupid. The difference in highsec is that one of the sides refuse to take any actions or precautions to occasionally skew the balance in the other direction. Instead, they just choose to lose, to whine about their choice, and/or then just write it off as a cost of doing business. That alone should tell you what the actual problem is.
Avvy
Doomheim
#148 - 2015-08-13 18:18:21 UTC  |  Edited by: Avvy
Sarrgon wrote:


Eve is also one big PVP arena, but those that not want to pvp, shouldn't have to


WoW as an example;

A PvP server allows you to play in low level regions without fear of PvP. That's because characters have levels and the game has levelled regions so it allows new players to get used to the game. Regions from about level 20 iirc are PvP regions and from that point there is no safe PvE except for dungeons and raids.

So if WoW's PvP servers are not safe whilst doing PvE, why should EVE's be?


EVE is a PvP game, only way to not PvP is to try and avoid it.
Black Pedro
Mine.
#149 - 2015-08-13 18:22:08 UTC  |  Edited by: Black Pedro
Sarrgon wrote:
Check out trade hubs, Nairja, Uedema, popular mining systems. If you want to cause even more people to unsub, then sure make ganking easier. Yeah Eve is also one big PVP arena, but those that not want to pvp, shouldn't have to, though most high sec so called pvp is really one sided, how hard is it to blow up a ship that can't even fight back, takes a herioc person to gank a hulk or freighter. Will sing their songs of their bravery for generations to come.....

CCP has not intentionally put suicide ganking in this game to live up to your Space Samurai code of ethics. CCP has gone to the effort of coding the ability of criminals to operate in order to provide player-driven risk in highsec. They think it is good for the game that players are always at risk to each other and that it makes the game more interesting.

Eve has survived these 12+ years with suicide ganking as one of the key features of the game. Highsec has never been safer, yet you claim that only now, Eve players are going to decide they have had enough and unsubscibe? Forgive me, but that refrain has been heard practically since the servers started accepting connections and yet Eve has outlasted almost all of its contemporary MMOs.

Suicide ganking is almost completely avoidable with only a little effort. If anything, ganking has been hit hard in recent years, and one could argue this has made the game more boring which has correlated with the decrease in player counts. I won't make that argument here, but I can confidently say that CCP is not going to be remove or nerf suicide ganking any time soon.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#150 - 2015-08-13 18:43:38 UTC
Avvy wrote:
That I don't believe. Because I can't see how it can identify the difference between someone flying around hunting for targets and someone just flying around. Also it wouldn't be able to tell the difference from someone waiting to pounce on a target and someone afk.

PvE is a lot easier to identify than PvP. It's not surprising to me that PvP didn't do as well as it should in the data as some aspects of PvP were being ignored.

That's extremely presumptuous. We don't know how PvP was quantified, thus any notions of an omission or inaccuracy are theoretical at best unless you have actual proof otherwise. The concerns you've voiced could very well have been accounted for in full.
Avvy
Doomheim
#151 - 2015-08-13 18:48:08 UTC  |  Edited by: Avvy
Tyberius Franklin wrote:
Avvy wrote:
That I don't believe. Because I can't see how it can identify the difference between someone flying around hunting for targets and someone just flying around. Also it wouldn't be able to tell the difference from someone waiting to pounce on a target and someone afk.

PvE is a lot easier to identify than PvP. It's not surprising to me that PvP didn't do as well as it should in the data as some aspects of PvP were being ignored.

That's extremely presumptuous. We don't know how PvP was quantified, thus any notions of an omission or inaccuracy are theoretical at best unless you have actual proof otherwise. The concerns you've voiced could very well have been accounted for in full.



So how would the system collecting the data be able to tell if someone is waiting or afk?

Also how would the system know who is searching for targets and who is out sightseeing?


Edit:

I'm fairly sure it can't, so the logical thing is it wouldn't be part of the results, but those 2 activities are part of PvP. Hence, why I say I wouldn't have much faith in the results.

PvP is not like PvE, where in PvE the content is essentially given to you on a plate.
0bama Barack Hussein
Science and Trade Institute
Caldari State
#152 - 2015-08-13 18:55:05 UTC
OP, just relax, Drifters will deal with High Sec :)
Sarrgon
Avalonians United
#153 - 2015-08-13 19:00:41 UTC
Tippia wrote:
Sarrgon wrote:
Check out trade hubs, Nairja, Uedema, popular mining systems.
…all of which show how exceedingly rare ganking is these days. An even more obvious example is to look as such old gank havens as Motsu, Niarja, Aunia, or Penirgman — places where ganks were an hourly occurrence but where days or even weeks can now go by without any aggression at all, much less any ganks.

Hell, Jita and Perimeter used to have these huge CONCORD clouds hanging around both the 4-4 station and the connecting gates. I just looked at zkillboard and had to flip through to page 16 to see the first appearance of CONCORD in Jita. In Perimeter, it was only on page 2, but that's apparently because nothing dies in Perimeter any more — that CONCORD kill is 7 days old…

Put another way: anyone who even remotely suggests or hints at ganks being too common these days is, at best, completely ignorant and utterly disqualified from even discussing the topic until they check in with reality; at worst they're a full-blown idiot or a troll. Those are the only three options.

Quote:
If you want to cause even more people to unsub, then sure make ganking easier.
There's almost nothing to suggest this. If anything, the numbers rather correlate the other way around: as the screws have been tightened on ganking, the server activity has gone down.

Quote:
Yeah Eve is also one big PVP arena, but those that not want to pvp, shouldn't have to
Yes they should. Again, that's the core design concept of the game. It's a full-time PvP game. If you don't want to PvP, this isn't the game you want. If you want areas of complete safety, this isn't the game you want. Not PvP:ing is not an sensible option in a PvP game.

Quote:
though most high sec so called pvp is really one sided
All combat is one-sided. It's inherent in how people choose to approach combat — anything else would be stupid. The difference in highsec is that one of the sides refuse to take any actions or precautions to occasionally skew the balance in the other direction. Instead, they just choose to lose, to whine about their choice, and/or then just write it off as a cost of doing business. That alone should tell you what the actual problem is.



So I just looked at Uedema, 898 kills in the past 24 hours, seen a charon that just got ganked by goons. Bowhead that get popped by Code, looks like via a war dec. i see TONS of concord kills on various ships. No clue what systems you are looking at but not the same ones i am it seems.
admiral root
Red Galaxy
#154 - 2015-08-13 19:01:58 UTC
Sarrgon wrote:
Check out trade hubs, Nairja, Uedema, popular mining systems.


Past 24 hours jumps / kills / chance of death by ship asplosion
Niarja: 23,523 / 213 / 0.91%
Jita: 40,024 / 717 / 1.79%
Uedama: 24,318 / 898 / 3.70%

There are a number of posts in my history with these same 3 systems and I don't think I've ever seen Jita that high. I know I've never seen any of them hit as high as Uedama.

Some fun facts:

  • Everyone's favourite FC, Loyalanon, is in the process of waging unlimited war on the Uedama system to the point of making most days look calm and peaceful. Many of our other glorious FCs and pilots are doing their part separately.
  • We (the sub-set of the glorious New Order of High Sec known as CODE. alliance) are currently at war with our space-pals in Marmite, who are also allies to someone else we're at war with.
  • Marmite are lurking in Uedama waiting for the chance to station-gank one of our rookie ships with their fearless remote rep NPC alts.
  • This also means that other Marmite war targets who would normally be safe in Uedama, so very far from the Jita 4/4 undock are getting a surprise.
  • The figures for ship kills include all ship losses, not just ganks.
  • My mother doesn't just not play Eve, she's never heard of it. Even she knows that Uedama and Niarja are deathtraps that only a muppet jumps into un-prepared.
  • The Code always wins. Always.


Your turn. Big smile

PS: Marmite are cool but common decency dictates that they be mocked with propaganda whilst at war. After all, we're civilised.

No, your rights end in optimal+2*falloff

Sarrgon
Avalonians United
#155 - 2015-08-13 19:04:16 UTC
Black Pedro wrote:
Sarrgon wrote:
Check out trade hubs, Nairja, Uedema, popular mining systems. If you want to cause even more people to unsub, then sure make ganking easier. Yeah Eve is also one big PVP arena, but those that not want to pvp, shouldn't have to, though most high sec so called pvp is really one sided, how hard is it to blow up a ship that can't even fight back, takes a herioc person to gank a hulk or freighter. Will sing their songs of their bravery for generations to come.....

CCP has not intentionally put suicide ganking in this game to live up to your Space Samurai code of ethics. CCP has gone to the effort of coding the ability of criminals to operate in order to provide player-driven risk in highsec. They think it is good for the game that players are always at risk to each other and that it makes the game more interesting.

Eve has survived these 12+ years with suicide ganking as one of the key features of the game. Highsec has never been safer, yet you claim that only now, Eve players are going to decide they have had enough and unsubscibe? Forgive me, but that refrain has been heard practically since the servers started accepting connections and yet Eve has outlasted almost all of its contemporary MMOs.

Suicide ganking is almost completely avoidable with only a little effort. If anything, ganking has been hit hard in recent years, and one could argue this has made the game more boring which has correlated with the decrease in player counts. I won't make that argument here, but I can confidently say that CCP is not going to be remove or nerf suicide ganking any time soon.



And I am not saying that any space should be 100% safe, but high sec should be safer IMO, you will retain a lot more new players that way, paying accounts will go up and not someone with 20 alts. Paying customers keep this game going, not the OMFG i want to destroy everything, everyone MUST pvp, this is what the game is all about type crap.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#156 - 2015-08-13 19:05:09 UTC
Avvy wrote:
Tyberius Franklin wrote:
Avvy wrote:
That I don't believe. Because I can't see how it can identify the difference between someone flying around hunting for targets and someone just flying around. Also it wouldn't be able to tell the difference from someone waiting to pounce on a target and someone afk.

PvE is a lot easier to identify than PvP. It's not surprising to me that PvP didn't do as well as it should in the data as some aspects of PvP were being ignored.

That's extremely presumptuous. We don't know how PvP was quantified, thus any notions of an omission or inaccuracy are theoretical at best unless you have actual proof otherwise. The concerns you've voiced could very well have been accounted for in full.



So how would the system collecting the data be able to tell if someone is waiting or afk?

Also how would the system know who is searching for targets and who is out sightseeing?

Why should the 2 be distinguished? If a players aggressive intent doesn't manifest, why is it worth cataloging? Camping a gate probably shouldn't count as PvP until something gets shot, otherwise it is just sitting in space.

And if they do so long enough they will have shot something and will be classed accordingly.
Avvy
Doomheim
#157 - 2015-08-13 19:15:59 UTC
Tyberius Franklin wrote:


Why should the 2 be distinguished? If a players aggressive intent doesn't manifest, why is it worth cataloging? Camping a gate probably shouldn't count as PvP until something gets shot, otherwise it is just sitting in space.

And if they do so long enough they will have shot something and will be classed accordingly.



Those 2 activities are PvP activities regardless if they manage to kill anything.


Plus I thought the whole point of the data was to assess how many players were doing PvE and PvP activities during a certain period.

Although the PvE figures will be fairly good the PvP ones will be below what they should be, could be by quite a lot, but difficult to say by how much as those 2 activities would likely have been disregarded when they shouldn't have been.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#158 - 2015-08-13 19:26:31 UTC
Avvy wrote:
Those 2 activities are PvP activities regardless if they manage to kill anything.


Plus I thought the whole point of the data was to assess how many players were doing PvE and PvP activities during a certain period.

Although the PvE figures will be fairly good the PvP ones will be below what they should be, could be by quite a lot, but difficult to say by how much as those 2 activities would likely have been disregarded when they shouldn't have been.

A camp isn't PvP if it doesn't engage anything. Things that leave the gate without being engaged aren't interfered with, much less things which never show up on that gate. Similarly roaming is a zero sum until some form of confrontation or denial occurs. It's entirely legitimate to say PvP isn't occuring while waiting for prey as there is no one to PvP against.

Also, no, the metric wasn't PvP, but rather being the aggressor, as in actually initiating ship to ship combat as far as player classification goes. That requires a ship be aggressed.
Tippia
Sunshine and Lollipops
#159 - 2015-08-13 19:28:20 UTC  |  Edited by: Tippia
Sarrgon wrote:
So I just looked at Uedema, 898 kills in the past 24 hours, seen a charon that just got ganked by goons. Bowhead that get popped by Code, looks like via a war dec. i see TONS of concord kills on various ships. No clue what systems you are looking at but not the same ones i am it seems.

I'm looking at the systems that have a long distinguished history of being gank havens. More than that, I'm looking at actual ganks rather than just some information-free number.

Aside from all the warring going on, the reason you're seeing that many kills is exactly because of how hard ganking has become. In total, it's less than one gank and hour — in fact, it seems closer to one every other hour — but each of them results in a dozen or two kills being recorded. They're that many because that's the ludicrous amount of firepower you need to bring in order to execute a gank.

Quote:
And I am not saying that any space should be 100% safe, but high sec should be safer IMO
It already is safer. If anything, as the numbers you dug up show, it needs to be made a whole lot less safe.
Avvy
Doomheim
#160 - 2015-08-13 20:09:36 UTC  |  Edited by: Avvy
Tyberius Franklin wrote:
Avvy wrote:
Those 2 activities are PvP activities regardless if they manage to kill anything.


Plus I thought the whole point of the data was to assess how many players were doing PvE and PvP activities during a certain period.

Although the PvE figures will be fairly good the PvP ones will be below what they should be, could be by quite a lot, but difficult to say by how much as those 2 activities would likely have been disregarded when they shouldn't have been.

A camp isn't PvP if it doesn't engage anything. Things that leave the gate without being engaged aren't interfered with, much less things which never show up on that gate. Similarly roaming is a zero sum until some form of confrontation or denial occurs. It's entirely legitimate to say PvP isn't occuring while waiting for prey as there is no one to PvP against.

Also, no, the metric wasn't PvP, but rather being the aggressor, as in actually initiating ship to ship combat as far as player classification goes. That requires a ship be aggressed.


So a fairly pointless exercise then. A bit like comparing a carrot with a banana.


But anyway, if you want to follow the reasoning read posts 121, 123, 125 and 132.

Also ref 151


Edit:

25 PvP players spread around the universe and 25 PvE players also spread around the universe.

The PvP players having to wait or search for targets.

The PvE players chain running security missions.

Who do you think will get the most kills?