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Crime & Punishment

 
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My Views On Hisec - CSM Platform

First post
Author
Sabriz Adoudel
Move along there is nothing here
#201 - 2015-08-31 01:31:55 UTC
admiral root wrote:
The social corps that CCP have been talking about (corp lite, in your example) are terrible and whomever came up with the idea should be forced to read Jita local for an entire work day. They're just going to de-centralise the problem known as NPC corps, which should have been scrapped before they were implemented.


I actually think NPC corps serve two important purposes in game and should be retained in some form.

1 - Providing new players a higher degree of safety while they learn the game interface
2 - Providing somewhere you can retreat to if you get utterly, totally smashed and need to recuperate and rebuild.

If the tax structure is redone (in line with my earlier suggestion) they can serve both of those purposes without being the game theoretically correct choice for everyone that runs incursions, mining, non-POS production/research and hauling.

Implementing this will take crushing nerfs to incursion income in NPC corps. If incursion runners are defending themselves against player predators, I have no issue with them making decent ISK. Right now, though, site mechanics seriously hinder ganking and no other forms of predation upon incursioners are viable if they are in NPC corps. (Trust me, I've theorycrafted a lot, and the most promising - bumping then suicide damping the logi - doesn't work well at all).

I support the New Order and CODE. alliance. www.minerbumping.com

Tengu Grib
Caldari Provisions
Caldari State
#202 - 2015-08-31 06:58:29 UTC
Sabriz Adoudel wrote:
admiral root wrote:
The social corps that CCP have been talking about (corp lite, in your example) are terrible and whomever came up with the idea should be forced to read Jita local for an entire work day. They're just going to de-centralise the problem known as NPC corps, which should have been scrapped before they were implemented.


I actually think NPC corps serve two important purposes in game and should be retained in some form.

1 - Providing new players a higher degree of safety while they learn the game interface
2 - Providing somewhere you can retreat to if you get utterly, totally smashed and need to recuperate and rebuild.

If the tax structure is redone (in line with my earlier suggestion) they can serve both of those purposes without being the game theoretically correct choice for everyone that runs incursions, mining, non-POS production/research and hauling.

Implementing this will take crushing nerfs to incursion income in NPC corps. If incursion runners are defending themselves against player predators, I have no issue with them making decent ISK. Right now, though, site mechanics seriously hinder ganking and no other forms of predation upon incursioners are viable if they are in NPC corps. (Trust me, I've theorycrafted a lot, and the most promising - bumping then suicide damping the logi - doesn't work well at all).


In addition mechanically there needs to be somewhere you go when you drop corp but don't have a new corp lined up yet.

I'm in agreement that the current setup of npc corps should not be good for anything other than the two things Sabriz mentioned.

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.

Tengu Grib
Caldari Provisions
Caldari State
#203 - 2015-08-31 07:03:54 UTC
Malt Zedong wrote:
Kaarous Aldurald wrote:
Malt Zedong wrote:
CCP doesnt need to change corporations to make them more interesting to new players. Corp CEOs do.


CCP needs to change player corps to be more interesting and more useful, period. Right now the only functionality they offer over an NPC corp is a group hangar, bookmarks, and the dubious honor of using a POS, the most broken mechanic in all of MMO gaming.


The only thing YOU know how to use in player corporations is group hangar, bookmarks, and the dubious honor of using a POS.

Let me say what is the "only" things I see in use for Corps that NPC corps dont offer:
- Insurance: You can insure ships from corp members, and as the corp receives the insurance, they can implement private insurance plans being aware that their members lost ships. So they can reward most proeminent members with insurance of their own.
- In a mission running corp or section, you can see which of your members are contributing more to the corp, in thus, offer incentives for people who contributes more. You can for example use 1% tax, and when a member gets to a given ammount, you give back the taxes plus something to get them interested.
- In the same way of missions, you can do trading incentives, pvp incentives, ratting incentives, and anything the directors and auditors can have data on.
- You can separate your members in groups for each region, making specific contributions in missions, trading or hauling be rewarded, or give more managing powers to them.
- You can create subsectors of your corporation, effectivelly creating something like distinct adminstrative groups that run indepently and do all the above by themselves.
- You can create trading markets for your members using private contracts, making the corporation run organized while you dont need to be 24/7 online managing it.
- You can contract people outside the corporation to do things your corp dont do with the insurances that they wont damage your structure, at the same time you can have delegated people to watch over them.
- You can use the things you listed as useless little things corps can do, to manage other ideas you have you know what they can be used for, instead of hoping the tool works the way you want to do what you want the way you want.
- And you can pretty much control over everything above from the corp interface.

Edit:
I forgot to mention that you also can do the things NPC corps do, like giving missions using contracts, or bounties, kill rights, and etc ... And gather data for standings implementation.

And of course, you can profit 40bil a day when you know how to invest using your corporation.


You could also do most of those things using chat channels and mailing lists. Those aren't things the corp is adding, those are things the leadership (and excellent leadership I might add from the sounds of it) are adding. I'd like to see corporation mechanics adding benefits to its loyal members.

Rabble Rabble Rabble

Praise James, Supreme Protector of High Sec.

Noragen Neirfallas
Emotional Net Loss
#204 - 2015-08-31 07:23:14 UTC
Morgan Agrivar wrote:
Ok, if my corp with just myself in it is wardecced by, let us just say Marmite, then I consider that bullying since I have a snowball's chance in hell of ever competing against that. I would still undock and fight to the best of my ability but honestly, I wouldn't stand a chance. Not everyone thinks the way or would get mad and undock to try to fight 1 vs 10+ and lose horribly.

If they want to wardec a one-man corp, it should be way more expensive than to wardec some large alliance like TEST. Just saying...

It is way more expensive already...

To elaborate deccing test (4,378 members) costs 500mil isk. Deccing your 1 man corp costs 50mil isk. While deccing Test anybody would get 115k isk per member compared to 50 mil per member. If your 1 man corp gets decced it's usually for a reason.

Member and Judge of the Court of Crime and Punishment

Noragens basically the Chribba of C&P - Zimmy Zeta

Confirming that we all play in Noragen's eve. - BeBopAReBop

ISD Buldath favorite ISD

'"****station games" - Sun Tzu' - Ralph King Griffin

Malt Zedong
Ministry of War
Amarr Empire
#205 - 2015-08-31 11:13:20 UTC
Tengu Grib wrote:


You could also do most of those things using chat channels and mailing lists. Those aren't things the corp is adding, those are things the leadership (and excellent leadership I might add from the sounds of it) are adding. I'd like to see corporation mechanics adding benefits to its loyal members.


And you can also play MMORPGS using Word and Excel and your imagination.

The fact that you can do one thing with something and with another, does not an argument make.

But ... lets get semantic for a bit:

You are saying that you want for the system, a "Non Player" entity by definition, to do things automatically in a player run corp to make it more attractive than a NPC corp which is there FOR THAT END.

Ok, EVE is dying ™

WorldTradersGuild.Com [WTG] - We are here for the long haul.

Aoife Fraoch
The Scope
Gallente Federation
#206 - 2015-08-31 11:33:29 UTC
Noragen Neirfallas wrote:
Morgan Agrivar wrote:
Ok, if my corp with just myself in it is wardecced by, let us just say Marmite, then I consider that bullying since I have a snowball's chance in hell of ever competing against that. I would still undock and fight to the best of my ability but honestly, I wouldn't stand a chance. Not everyone thinks the way or would get mad and undock to try to fight 1 vs 10+ and lose horribly.

If they want to wardec a one-man corp, it should be way more expensive than to wardec some large alliance like TEST. Just saying...

It is way more expensive already...

To elaborate deccing test (4,378 members) costs 500mil isk. Deccing your 1 man corp costs 50mil isk. While deccing Test anybody would get 115k isk per member compared to 50 mil per member. If your 1 man corp gets decced it's usually for a reason.


Another way to look at is; why do corps of one or so people need to exist? Other than the whole tax thing?

The economic benefits that come from being in a corp should probably be vulnerable in some way. This kind of approach would certainly favour corporations with a decent active membership base, but I am not sure that this would be bad for the game.
Kaarous Aldurald
Black Hydra Consortium.
#207 - 2015-08-31 11:33:39 UTC
Malt Zedong wrote:

And you can also play MMORPGS using Word and Excel and your imagination.


You joke, but MUDs are basically that, and still have a not insignificant following even today.

And he is correct, pretty much all of that tripe you replied to me with is doable with chat channels, mailing lists, and/or a third party teamspeak, and does not strictly require a corp in any way.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Malt Zedong
Ministry of War
Amarr Empire
#208 - 2015-08-31 11:51:21 UTC
Kaarous Aldurald wrote:
Malt Zedong wrote:

And you can also play MMORPGS using Word and Excel and your imagination.


You joke, but MUDs are basically that, and still have a not insignificant following even today.

And he is correct, pretty much all of that tripe you replied to me with is doable with chat channels, mailing lists, and/or a third party teamspeak, and does not strictly require a corp in any way.


And I repeat the same because you are saying the same.

You can play MMORPG with Word and Excel.

Now, what I mean by that is that this is not an argument, it is just an inflamatory post that bears no actual improvement to the issue at hand.

This you saying is just a version of "I want you to play the game the way I want". Same as the Capital bull that capital ships are useless, and the WiS and so many other things players dont use, dont know how to use or both, and claim they are useless or broken features.

WorldTradersGuild.Com [WTG] - We are here for the long haul.

Kaarous Aldurald
Black Hydra Consortium.
#209 - 2015-08-31 11:55:52 UTC
Malt Zedong wrote:

Now, what I mean by that is that this is not an argument, it is just an inflamatory post that bears no actual improvement to the issue at hand.


It is none of those things.

In fact, it's a refutation of your nonsensical babbling, where you listed a slew of things that do not require a corp at all. Why you did this, I do not know, but doubling down on it now just makes you look foolish.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Malt Zedong
Ministry of War
Amarr Empire
#210 - 2015-08-31 12:53:15 UTC  |  Edited by: Malt Zedong
Kaarous Aldurald wrote:
Malt Zedong wrote:

Now, what I mean by that is that this is not an argument, it is just an inflamatory post that bears no actual improvement to the issue at hand.


It is none of those things.

In fact, it's a refutation of your nonsensical babbling, where you listed a slew of things that do not require a corp at all. Why you did this, I do not know, but doubling down on it now just makes you look foolish.


And you are now tripling your non-sense. What that says about you then ?

The thing is: IF you want the system to provide things, that is what NPC corps are for. You are not making private corps better by taking the controls and decisions on how to benefit your members from the private interests who run it.

I know you are trolling and I just answering because you are fueling my argument. You may not see it, but that does not concerns me.

You are doing what IRL politicians do, you are saying one thing to get sympathy but the thing you saying is actually a self fueling point of order.

Corporations in EVE are as interesting as their management makes them, period. Someone who bears CODE in their profile should understand that more than anyone, as CODE bull mantra talks about not being asshat bullies but providers of content to make hisec more interesting. By the same logic, we should get rid of code and get NPCs to gank people in hisec because people are not interested in the bullshit code does.

WorldTradersGuild.Com [WTG] - We are here for the long haul.

admiral root
Red Galaxy
#211 - 2015-08-31 14:58:46 UTC
Malt Zedong wrote:
The thing is: IF you want the system to provide things, that is what NPC corps are for. You are not making private corps better by taking the controls and decisions on how to benefit your members from the private interests who run it.


The system provides corp hangers, not corp leadership. Are you saying NPC corps should get them and player corps shouldn't?

No, your rights end in optimal+2*falloff

Malt Zedong
Ministry of War
Amarr Empire
#212 - 2015-08-31 15:09:33 UTC  |  Edited by: Malt Zedong
admiral root wrote:
Malt Zedong wrote:
The thing is: IF you want the system to provide things, that is what NPC corps are for. You are not making private corps better by taking the controls and decisions on how to benefit your members from the private interests who run it.


The system provides corp hangers, not corp leadership. Are you saying NPC corps should get them and player corps shouldn't?


You are using concept wars there.

The system does not provide corporate hangars, your corp does, OR NOT. If I as a CEO dont want you as a member to use it, I close it for you. The system provides THE CORP the hangars.

The NPC corp first provide the corp renting an office with its space for the corp to allocate as the corp please. You as a member is subject to the CEO or relevant manager decision to provide you with access to it, but with it for you.

The ones you put in a POS are also provided by a corp, as you cant have them personally, just having a corp.

You are putting two different things in the same category: Decision making and Resources.

WorldTradersGuild.Com [WTG] - We are here for the long haul.

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#213 - 2015-08-31 15:19:03 UTC
Malt Zedong wrote:
Corporations in EVE are as interesting as their management makes them, period.

I am not going to speak for anyone else, but I'd like to address this.

You are both 100% right...and 100% missing the point.

It is up to corp leaders and corp members to make a corp interesting. Boring people tend to make for boring groups, and I imagine that people would have a hard time arguing otherwise. On the other hand, people who are interesting, creative, and willing to put forth some effort to make their corp a fun place to be will tend to form interesting and fun corps. You are 100% spot on here.

But that is not at all the reason why I'm proposing changes to player corps.

Under current mechanics, player corps can simply disband and reform with the net result being that the new corp is identical to the old corp in all but name. There is no inertia to current player corps, no motivation to stay in one place. If some adversity that corp members don't want to tackle comes along (i.e. hostile wardec), they can simply run away with minimal consequence. This is counter to the nature of EvE, and the proposed changes to player corp mechanics are to make player corps an actual investment with real mechanics-based benefits, not just a place where creative players can form interesting corps.

In essence, it's not about making player corps more interesting, it's about making the interaction between player corps more interesting*, because right now, it's far too easy for such interaction to be very boring.


*(And adding some further benefits to player corp membership, but that's a means, not an end.)

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Noragen Neirfallas
Emotional Net Loss
#214 - 2015-08-31 15:36:24 UTC
Bronson Hughes wrote:

Under current mechanics, player corps can simply disband and reform with the net result being that the new corp is identical to the old corp in all but name.

So um it is identical in all including name. Once a corp is fully disbanded with no CEO you can now name it the same thing

Member and Judge of the Court of Crime and Punishment

Noragens basically the Chribba of C&P - Zimmy Zeta

Confirming that we all play in Noragen's eve. - BeBopAReBop

ISD Buldath favorite ISD

'"****station games" - Sun Tzu' - Ralph King Griffin

Malt Zedong
Ministry of War
Amarr Empire
#215 - 2015-08-31 15:40:15 UTC
Bronson Hughes wrote:
Malt Zedong wrote:
Corporations in EVE are as interesting as their management makes them, period.

I am not going to speak for anyone else, but I'd like to address this.

You are both 100% right...and 100% missing the point.

It is up to corp leaders and corp members to make a corp interesting. Boring people tend to make for boring groups, and I imagine that people would have a hard time arguing otherwise. On the other hand, people who are interesting, creative, and willing to put forth some effort to make their corp a fun place to be will tend to form interesting and fun corps. You are 100% spot on here.

But that is not at all the reason why I'm proposing changes to player corps.

Under current mechanics, player corps can simply disband and reform with the net result being that the new corp is identical to the old corp in all but name. There is no inertia to current player corps, no motivation to stay in one place. If some adversity that corp members don't want to tackle comes along (i.e. hostile wardec), they can simply run away with minimal consequence. This is counter to the nature of EvE, and the proposed changes to player corp mechanics are to make player corps an actual investment with real mechanics-based benefits, not just a place where creative players can form interesting corps.

In essence, it's not about making player corps more interesting, it's about making the interaction between player corps more interesting*, because right now, it's far too easy for such interaction to be very boring.


*(And adding some further benefits to player corp membership, but that's a means, not an end.)


That is the point. Once you start taking away the decision making process from those people WHO DO make their corps attractive, you are essentially taking from them what makes then different. Then, as you said, creative people wont stop there, they will make MORE advances that are possible currently, and someone gets to ask those to be made a automatic thing, thus escalating until there is nothing left for players corps to do except be clones one from another.

I dont blame you, because most people do deffend the game being like they want because of their own reasons. What I see is that a corp is not fun or usefull because of what specifically it offers, but how they differentiate one from another.

The more you get things to be automatic, the more boring you make the whole thing.

I think that corps need to have more resources, but I dont see how making them standardised will help in any way make the WHOLE community more interesting.

WorldTradersGuild.Com [WTG] - We are here for the long haul.

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#216 - 2015-08-31 15:58:49 UTC
Malt Zedong wrote:
That is the point. Once you start taking away the decision making process from those people WHO DO make their corps attractive, you are essentially taking from them what makes then different.

I think I missed something here. What have I proposed that takes anything away from a CEO's decision-making process? Giving CEOs actual mechanics-based benefits to keeping members in a corp and active doesn't remove any options that I'm aware of, it just adds consequences.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Noragen Neirfallas
Emotional Net Loss
#217 - 2015-08-31 16:06:08 UTC
Malt Zedong wrote:
Bronson Hughes wrote:
Malt Zedong wrote:
Corporations in EVE are as interesting as their management makes them, period.

I am not going to speak for anyone else, but I'd like to address this.

You are both 100% right...and 100% missing the point.

It is up to corp leaders and corp members to make a corp interesting. Boring people tend to make for boring groups, and I imagine that people would have a hard time arguing otherwise. On the other hand, people who are interesting, creative, and willing to put forth some effort to make their corp a fun place to be will tend to form interesting and fun corps. You are 100% spot on here.

But that is not at all the reason why I'm proposing changes to player corps.

Under current mechanics, player corps can simply disband and reform with the net result being that the new corp is identical to the old corp in all but name. There is no inertia to current player corps, no motivation to stay in one place. If some adversity that corp members don't want to tackle comes along (i.e. hostile wardec), they can simply run away with minimal consequence. This is counter to the nature of EvE, and the proposed changes to player corp mechanics are to make player corps an actual investment with real mechanics-based benefits, not just a place where creative players can form interesting corps.

In essence, it's not about making player corps more interesting, it's about making the interaction between player corps more interesting*, because right now, it's far too easy for such interaction to be very boring.


*(And adding some further benefits to player corp membership, but that's a means, not an end.)


That is the point. Once you start taking away the decision making process from those people WHO DO make their corps attractive, you are essentially taking from them what makes then different. Then, as you said, creative people wont stop there, they will make MORE advances that are possible currently, and someone gets to ask those to be made a automatic thing, thus escalating until there is nothing left for players corps to do except be clones one from another.

I dont blame you, because most people do deffend the game being like they want because of their own reasons. What I see is that a corp is not fun or usefull because of what specifically it offers, but how they differentiate one from another.

The more you get things to be automatic, the more boring you make the whole thing.

I think that corps need to have more resources, but I dont see how making them standardised will help in any way make the WHOLE community more interesting.

The sky is falling. The sky is falling

Member and Judge of the Court of Crime and Punishment

Noragens basically the Chribba of C&P - Zimmy Zeta

Confirming that we all play in Noragen's eve. - BeBopAReBop

ISD Buldath favorite ISD

'"****station games" - Sun Tzu' - Ralph King Griffin

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#218 - 2015-08-31 16:09:33 UTC
Noragen Neirfallas wrote:
The sky is falling. The sky is falling

Don't you have someone else to troll?

(I mean this seriously. Shouldn't you be busy leading ARUMB to another successful dunk somewhere?)

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Malt Zedong
Ministry of War
Amarr Empire
#219 - 2015-08-31 16:14:42 UTC
Bronson Hughes wrote:
Malt Zedong wrote:
That is the point. Once you start taking away the decision making process from those people WHO DO make their corps attractive, you are essentially taking from them what makes then different.

I think I missed something here. What have I proposed that takes anything away from a CEO's decision-making process? Giving CEOs actual mechanics-based benefits to keeping members in a corp and active doesn't remove any options that I'm aware of, it just adds consequences.


Quote:
Under current mechanics, player corps can simply disband and reform with the net result being that the new corp is identical to the old corp in all but name. There is no inertia to current player corps, no motivation to stay in one place. If some adversity that corp members don't want to tackle comes along (i.e. hostile wardec), they can simply run away with minimal consequence. This is counter to the nature of EvE, and the proposed changes to player corp mechanics are to make player corps an actual investment with real mechanics-based benefits, not just a place where creative players can form interesting corps.

In essence, it's not about making player corps more interesting, it's about making the interaction between player corps more interesting*, because right now, it's far too easy for such interaction to be very boring.


Nothing that you add to the mechanics will accomplish that more than it can be accomplished right now because Corp mechanics in itself is just data acquisition and member labeling, access granting and corporate ladder climbing. There is nothing to add. Maybe make somethings better but in the same shape they are today.

What you may want to change is the way a person who is most likely to be a good corpo manager is considered ingame. In nowadays, like it was in real life some decades ago, the perceived idea was that a good shoe maker makes a good shoe company CEO. That is far from the truth. The kind of people who can make a good interesting corporation is the one who cares about the things the corp needs besides what the corp do, because what the corp do must be the worries of its operational members.

You way of thinking is preciselly what makes that true. You are thinking in corp management from the perspective of someone who joins a corp, and I am not. I know what it takes to make that nice reward program which wont reward ME. I know what it takes to make that investment programa which wont profit for ME. And I know that to keep me motivated to keep doing things that interest other people, I have to have things that interest me.

IT serves to no purpose tweak the corp admin so people who arent into corp admin sees it well, because they are not into it from the first place. The so called cool people who make corps really interesting, do that as their thing ingame. You can be a nice person, a nice pvper, a nice whatever you do ingame, that does not make you a good Corp Man person. Usually it makes you a creator of a one dimensional corp which does only what YOU like.

That is the thing. You really get deep into making corps tweaked to be interesting, and that is not for use. You have to tweak corps for being interesting for CEOs with good ideas for its management.

WorldTradersGuild.Com [WTG] - We are here for the long haul.

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#220 - 2015-08-31 16:35:37 UTC
Malt Zedong wrote:

Nothing that you add to the mechanics will accomplish that more than it can be accomplished right now because Corp mechanics in itself is just data acquisition and member labeling, access granting and corporate ladder climbing.

I wholly agree that corp management needs a revamp. However, my proposal so far is not a solution to that particular problem. I think this is our disconnect; you're looking at my ideas as a solution to a different problem than I am, so of course they wouldn't work for you.

Also, I still fail to see how anything I'm proposing limits the options for a CEO. I agree that they don't provide new options in terms of management, but they don't provide any restrictions either.

For reference, I am the CEO of my corp (by way of an alt), and have been in the leadership of corps in the past. I have some amount of first-hand experience with the corp interfaces and know how incredibly non-intuitive they can be. I'd like to see that fixed...but that's an entirely different discussion.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs