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Proposed change to Wardecs..

Author
Harvey James
The Sengoku Legacy
#101 - 2015-09-02 23:05:10 UTC
Samira Kernher wrote:
War decs are not the thing causing EVE to hemorhage subscriptions. Limiting it to only being able to declare when you have an active killright completely nullifies the purpose of the war dec system and is not really an option.

If I were to do anything with war decs it'd be to limit the amount that you can have at any one time, or to make a renew limit/cooldown so that they can't be maintained indefinitiely (unless it's a mutual war).


perhaps newly formed corps could get a grace period where no wardecs are possible, this could also help with possible exploits, but definitely bringing back a sensible limit on the quantity of wardecs is a must, that merc contract marketplace they promised would also be better than the current ally mechanic.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Areen Sassel
Dirac Angestun Gesept
#102 - 2015-09-03 03:10:24 UTC
Harvey James wrote:
perhaps newly formed corps could get a grace period where no wardecs are possible, this could also help with possible exploits, but definitely bringing back a sensible limit on the quantity of wardecs is a must, that merc contract marketplace they promised would also be better than the current ally mechanic.


I had a bit of a think about this.

It seems to me that the main purpose of a wardec could often be to shake down the corp for its assets. That suggests a two-pronged approach.

First prong: the oft-mentioned social corps (no benefit besides dodging some-but-not-all NPC tax, can transition to a real corp but not back, over n members must so transition) give a sort of pseudo-corp with no assets.

The other prong is proposals - like that from Bronson Hughes where some of a corp's NPC standings are vested in the corp itself rather than in the members - which make it easier for a corp to have assets that can't be easily transferred out, combined with easing the task of having a corp reform as a new corp.

What I'm getting at is that if everyone just is willing to drop corp and reform, at the moment the barrier to doing that is partly that it's fiddly. The barrier should be, as far as possible, that you can have assets in the dropped corp to lose; something to be shaken down for.
Black Pedro
Mine.
#103 - 2015-09-03 06:31:59 UTC
Tyberius Franklin wrote:
And there still isn't a victory condition, just an additional condition for ending the war. People are free to determine the goals of a war as they see fit and engage accordingly then measure their success against that goal. If the goal is met before the war ends the aggressor is free to not care about the defender ending the war prior to time running out. All this adds is a possibly variable end point to the arbitrary, mechanically dictated beginning point.

...

No straw grasping, just understanding that changing options can change behavior, and that changing behavior can change the outcomes over a given period of time. A week of capable evasion can and should provide less loss than a 2 day battle over a static asset unless one of those parties decides to not show up for the fight. That pretty much makes time as a lone metric irrelevant. That's not a straw, but rather a goal here, to increase engagement with the war system.

And if that mechanic is not used and behavior not changed, time is maintained.
Ok, you can claim that shorter wars will produce more conflict, or that ending the war is some new tool that should be added to the sandbox because you want it, but it will never happen. Currently, the primary purpose of a war is to remove structures in highec and it is currently the only mechanism to do so. As more structures come online, this purpose will be further strengthened and from everything that has been said about structures and vulnerability windows, it will take near a week, maybe longer, to take take down a structure. Wars have to last a week, and have the option to be extended, or highsec structures cannot even be contested by another group.

CCP has already built in a large amount of safety into the structures. They are not going to add on top of that, an ability for the defenders to remove the ability of an aggressor even to try to attack.

Quote:
Good thing the premise here is completely wrong, otherwise yes, it would be an issue. But as stated before the options are 1) fight the war to (maybe) end it early or 2) the war plays out as current. Those are the only war outcomes available and do not include the "carebearism" scenario you present.
No, there is option 3) blitz some nodes for a day and then go back to harvesting resources in complete safety from any other corporation. CCP is not going to allow you to spend 2 days fighting for the reward of being immune for attack for the next week or whatever time you decide is fair. Practically every change since CCP Seagull has taken place has been geared to make resource harvesters at more risk. They are not going to provide safety as a reward - I am not sure how many times I have to say this.

You will not get the safety you crave under the current regime at CCP.

Quote:
Not seeing the issue with the "abuse." A series of non threats just dumped far more isk into a war than they needed to against an entity willing to fight back giving the defenders the ability to ignore a number of the no threat decs... ok.
You seem to be constantly shifting the goal posts or are just not communicating (or thinking) clearly. You specifically said you wanted to make wars "trivial to declare" but easy to get out of by shooting nodes or whatever. If they are trivial to to declare, why can't attackers declare a dozen of them from multiple alt corps and hop around? If it is so expensive that they "dumped far more isk" into the wars, then it isn't really trivial, no?

It doesn't matter. As I said above wars are needed to remove structures and that role will only grow. Wars are not in any danger of being turned into 2-day 'capture the flag' matches for that very reason despite what (dubious) benefits you claim this would bring to the sandbox.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#104 - 2015-09-03 07:18:25 UTC
No, I claim wars with defender incentives will create greater conflict, and ending the war early seems like a good defender incentive. Regarding structures and capture timeframes, yeah, that is an idea that could be exasperated by this, but really is a separate aspect that needs handled on it's own to ensure that capture timeframes are significantly less than a week, which only strengthens the value of the proposed. Obviously if the scenario of a week being the norm comes to pass on highsec eligible structures then even the current wardec mechanic's function in that respect is at risk, but that's another issue that doesn't invalidate this one so much as suggect the balance point for minimum time might need moved out as well as the time for the dec as a whole. That's just a question of balance.

And the aggressors ability to attack is tied to their ability to keep the dec active, which is fine.

As far as being blitzable, again, a balance consideration, one we already have mechanisms for built into a number of existing structures. You balance it to not be blitzable and it isn't. End of story. You are promoting a narrative that isn't being presented and imposing your own weaknesses on the idea as if they are inherent to it. It's been BS the whole time you've been doing it and it still is. Not to say I know the perfect balance point, but someone probably does and it could even be you if you'd get past this carebear obsessive BS you've got going.

No matter how many times you keep saying it it's still a lie. It still doesn't have a grain of truth to it objectively and hasn't since you started this flawed train of argument. And if you think this idea gives something in terms of safety we don't already have in greater proportions, you're not in the same game I am.

And really, if the war is easy to get out of then the attacker made it easy, if they don't then it isn't easy. Funny thing is the same will be true of the defenders structures should they have them. Either the attackers will be up to the task and have the force to counter the defenders or they won't and wouldn't have taken the structure anyways.

Either with or without this though week long mandates to aggress assets are still a separate issue in need of solving independently.
Black Pedro
Mine.
#105 - 2015-09-03 07:40:11 UTC
Tyberius Franklin wrote:
No, I claim wars with defender incentives will create greater conflict, and ending the war early seems like a good defender incentive.
And I keep saying that this is not an option. Ending the war early makes structure grinding more difficult/impossible (depending on how balanced) and provides safety not ever intended by the original goal of the game designers for industrial operations.

Other structure-based incentives to put the attacker at some risk? Sure. But immunity from wars is never going to happen. It isn't on even the table. You can beg for it all you want, but you will not get it.

I understand your point of view if that is what you want to hear - that war immunity would make you fight - but I am telling you CCP will never do it.

Tyberius Franklin wrote:
No matter how many times you keep saying it it's still a lie. It still doesn't have a grain of truth to it objectively and hasn't since you started this flawed train of argument. And if you think this idea gives something in terms of safety we don't already have in greater proportions, you're not in the same game I am.

It does give you more safety. Currently, if I don't like your industrial operation I can wardec you and at least try to keep you from harvesting resources and doing industry as long as the war is active. If I declare war and you can end it by shooting some nodes while I sleep? You are now immune and I cannot touch your structures, and only suicide gank your ships - you are much safer. Even if you beat my corp in a straight up node fight, you are now immune to my attack even though I am more than capable of still bringing a fight, or even escalating it. Your reward has stifled the conflict and broken risk vs. reward - you get the same reward but are at no risk from me.

This is why it will not be implemented. That and the sheer impracticality of it all.

Let's assume that I am correct, and CCP will not implement war immunity as a reward for fighting. Do you have an alternative, perhaps more practical idea to make wars better? To put some 'skin in the game' for the attacker to make defenders want to fight?
afkalt
Republic Military School
Minmatar Republic
#106 - 2015-09-03 07:47:59 UTC
Kaarous Aldurald wrote:
That is a huge up front cost that is crippling to smaller groups. That alone makes it unacceptable.


You keep saying this, yet you can toss up a tower for significantly less isk than a good sized wardec.

Hell a small tower is like 60 million before mods and the mods aren't exactly bank breaking.

I mean, if lobbing one of those up gave cheaper wars, what serious wardec corp wouldn't?
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#107 - 2015-09-03 07:49:10 UTC
Black Pedro wrote:
Tyberius Franklin wrote:
No, I claim wars with defender incentives will create greater conflict, and ending the war early seems like a good defender incentive.
And I keep saying that this is not an option. Ending the war early makes structure grinding more difficult/impossible (depending on how balanced) and provides safety not ever intended by the original goal of the game designers for industrial operations.

Other structure-based incentives to put the attacker at some risk? Sure. But immunity from wars is never going to happen. It isn't on even the table. You can beg for it all you want, but you will not get it.

I understand your point of view if that is what you want to hear - that war immunity would make you fight - but I am telling you CCP will never do it.

Tyberius Franklin wrote:
No matter how many times you keep saying it it's still a lie. It still doesn't have a grain of truth to it objectively and hasn't since you started this flawed train of argument. And if you think this idea gives something in terms of safety we don't already have in greater proportions, you're not in the same game I am.

It does give you more safety. Currently, if I don't like your industrial operation I can wardec you and at least try to keep you from harvesting resources and doing industry as long as the war is active. If I declare war and you can end it by shooting some nodes while I sleep? You are now immune and I cannot touch your structures, and only suicide gank your ships - you are much safer. Even if you beat my corp in a straight up node fight, you are now immune to my attack even though I am more than capable of still bringing a fight, or even escalating it. Your reward has stifled the conflict and broken risk vs. reward - you get the same reward but are at no risk from me.

This is why it will not be implemented. That and the sheer impracticality of it all.

Let's assume that I am correct, and CCP will not implement war immunity as a reward for fighting. Do you have an alternative, perhaps more practical idea to make wars better? To put some 'skin in the game' for the attacker to make defenders want to fight?
I'm still not seeing how you are getting immunity when mechanically the war will have to exist for whatever mandated timeframe the capture takes +/- any limits put in play to prevent timezone sniping, and yes, that would be necessary for the reasons you state of simply ending things during an inactive period on the attackers part. I just don't see why similar drawbacks make taking structures so significant but they can't be used here to the same effect.

Infact in the draft I did I left the attackers the ability to set 2 timeframes for vulnerability.

To you question, ask yourself what the defenders want and there is your answer. I suggested what I would think to be the greatest one but you aren't willing to accept it and keep characterizing it as something else. If you have a counter idea I'd love to hear it. I don't have anything to add to the list from a practical standpoint as the only think I see universally wanted in a non-mutual war is out.
afkalt
Republic Military School
Minmatar Republic
#108 - 2015-09-03 08:07:31 UTC
Black Pedro wrote:
If I declare war and you can end it by shooting some nodes while I sleep? You are now immune and I cannot touch your structures, and only suicide gank your ships - you are much safer. Even if you beat my corp in a straight up node fight, you are now immune to my attack even though I am more than capable of still bringing a fight, or even escalating it.


Unless you're talking about a new special snowflake set of rules just for these, there would be a good period where the war would be active in the RF periods. Even in todays POS world and tomorrows citadels are even longer - it's about a week to do a full tear down as there are double RF stages then (plus tomorrow you set the window so if it is when you're sleeping, something has gone wrong with the timings).


However, if it's a new special snowflake one, disregard. Personally I think the existing mechanics with a new (cheap) anchorable would be fine if that route is taken.
Black Pedro
Mine.
#109 - 2015-09-03 08:29:21 UTC  |  Edited by: Black Pedro
Tyberius Franklin wrote:
If you have a counter idea I'd love to hear it. I don't have anything to add to the list from a practical standpoint as the only think I see universally wanted in a non-mutual war is out.

Leave wars as they are.

Add some structures that attackers want to use (or must use) so that they have put something of value on the line and make all structures costly to take down.

Done. Wars are fixed. Both sides have things to fight over and to defend. Make defending these structures easy if need be, but at least make it so players have to defend something instead of just evading conflict all the time.

They continue to serve as conflict enablers, a mechanism to shoot structures, and defenders can now strike back and do damage if they so choose.

Allowing an "out" of a non-mutual war in a game based on non-consensual PvP is not going to happen.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#110 - 2015-09-03 08:30:34 UTC
Actually my above post was innacurate in saying that I can't think of anything a defender would want, I just can't think of anything not laughably exploitable or doesn't try to "force" the issue by penalizing the defenders making evasion/inactivity that much more desirable. Basically nothing that reasonably leads to a positive outcome.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#111 - 2015-09-03 08:42:05 UTC  |  Edited by: Tyberius Franklin
Black Pedro wrote:
Tyberius Franklin wrote:
If you have a counter idea I'd love to hear it. I don't have anything to add to the list from a practical standpoint as the only think I see universally wanted in a non-mutual war is out.

Leave wars as they are.

Add some structures that attackers want to use (or must use) so that they have put something of value on the line and make all structures costly to take down.

Done. Wars are fixed. Both sides have things to fight over and to defend. Make defending these structures easy if need be, but at least make it so players have to defend something instead of just evading conflict all the time.

They continue to server as conflict enablers, a mechanism to shoot structures, and defenders can now strike back and do damage if they so choose.

Allowing an "out" of a non-mutual war in a game based on non-consensual PvP is not going to happen.

Must use is even more problematic than anything I proposed. It further elevates the cost of declaring war and doesn't even begin to address the issue of reluctant defenders. To be blunt it only provides incentive if hurting the attackers was already a motivation, which if they weren't seeking fights with their attackers already, isn't the case.

There is (maybe) something else to shoot back at but still no reason to do so.

This remains especially true for entities without assets in space.

also, how do you make these assets valuable to attackers? What do you give then to get them to put these up if we go the optional route? And if it helps in the war how do we keep it from further disincentivising defenders?
Black Pedro
Mine.
#112 - 2015-09-03 09:09:56 UTC
Tyberius Franklin wrote:

Must use is even more problematic than anything I proposed. It further elevates the cost of declaring war and doesn't even begin to address the issue of reluctant defenders. To be blunt it only provides incentive if hurting the attackers was already a motivation, which if they weren't seeking fights with their attackers already, isn't the case.
I agree. That's why I have said multiple times that the structures should not be mandatory, but provide some benefit so that the attackers voluntarily field them.

Tyberius Franklin wrote:
also, how do you make these assets valuable to attackers? What do you give then to get them to put these up if we go the optional route? And if it helps in the war how do we keep it from further disincentivising defenders?

You make the structures drop something, but mostly the incentive is to damage your opponent. The current proposal for structures have some fittings dropping, but costly rigs are destroyed which seems like it could work although we will have to wait and see how it is balanced. The asset protection is going to remove much of the incentive to attack them for straight profit but hopefully the loss of the rig value will motivate the defenders to fight.

But wars are destructive plays to gain power in the sandbox, not necessarily to harvest resources from other corporation. Hurting your opponent and preventing them from generating more resources is the main goal of most wars, or to extort ISK from a corporation to not follow through with that destruction.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#113 - 2015-09-03 09:28:23 UTC  |  Edited by: Tyberius Franklin
Black Pedro wrote:
Tyberius Franklin wrote:

Must use is even more problematic than anything I proposed. It further elevates the cost of declaring war and doesn't even begin to address the issue of reluctant defenders. To be blunt it only provides incentive if hurting the attackers was already a motivation, which if they weren't seeking fights with their attackers already, isn't the case.
I agree. That's why I have said multiple times that the structures should not be mandatory, but provide some benefit so that the attackers voluntarily field them.

Tyberius Franklin wrote:
also, how do you make these assets valuable to attackers? What do you give then to get them to put these up if we go the optional route? And if it helps in the war how do we keep it from further disincentivising defenders?

You make the structures drop something, but mostly the incentive is to damage your opponent. The current proposal for structures have some fittings dropping, but costly rigs are destroyed which seems like it could work although we will have to wait and see how it is balanced. The asset protection is going to remove much of the incentive to attack them for straight profit but hopefully the loss of the rig value will motivate the defenders to fight.

But wars are destructive plays to gain power in the sandbox, not necessarily to harvest resources from other corporation. Hurting your opponent and preventing them from generating more resources is the main goal of most wars, or to extort ISK from a corporation to not follow through with that destruction.

The difference between your idea and mine is that you place the cost of the structure on the wardecing corp, whereas I don't. My idea doesn't have the attackers pay for anything but the use of the mechanic and thus doesn't increase cost.

So with that we can strike out must use as viable. Dropping something doesn't answer the question though of why the attackers would want to place this, that only states their liability, not their gain in placing it in the first place. If the hope is to provide bait for defenders, that's a non-change. Nothing keeps an attacker from fronting a pos as bait now.

And yes, wars are destructive, hence the reluctance to defend against them, which was where I was trying to add incentive. If the idea is that a fight for a drop from a structure which the attacker thus far has no defined reason to put up will change that I'm not seeing it. Especially since that motivation leads one to be an attacker rather than a defender.

And as stated the desire to harm an opponent exists now, so this doesn't seem aimed where I thought the idea of improving decs was aimed, at getting more potential defenders to defend and instead seems designed to add another ball to be tossed around for those already playing in that arena.

If that's the case fine, I assume we're then fine with non-defenders and don't view lack of activity as an issue at any level. If so then yeah, my idea doesn't fit and wouldn't be proposed in that light. No change is also an answer I'm fine with if the goals I would promote are not shared.
Tosski
State War Academy
Caldari State
#114 - 2015-09-03 15:43:48 UTC
To me I think a way to fix war decs is to limit how many active war decs a corp / alliance can have, say at 20. Some have 50 - 70+ in active war decs. Make them pick and choose better on whom them war dec. And or to have more active war decs you currently have the most expensive it gets. Have all these mechanics that make a PVE / PVP person think about how to do it best. For a war dec, its usually just 50 mill per week no matter what. Since it is usually small corps / alliances and people that can't fight back that get war dec'd the most. Never saw the space honor in killing an exhumer or mission runner and claim its pvp Shocked
Kaarous Aldurald
Black Hydra Consortium.
#115 - 2015-09-03 21:09:45 UTC
Tosski wrote:
Never saw the space honor in killing an exhumer or mission runner and claim its pvp Shocked


Then you really aren't qualified to talk about non consensual PvP at all, are you? If you want space honor, you are most definitely playing the wrong game.

"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.

Tosski
State War Academy
Caldari State
#116 - 2015-09-03 22:06:00 UTC
Kaarous Aldurald wrote:
Tosski wrote:
Never saw the space honor in killing an exhumer or mission runner and claim its pvp Shocked


Then you really aren't qualified to talk about non consensual PvP at all, are you? If you want space honor, you are most definitely playing the wrong game.



That makes no sense at all, but of course it is CODE, so to be expected, kids who get off popping a noob and claim its pvp P
Kaarous Aldurald
Black Hydra Consortium.
#117 - 2015-09-03 22:17:56 UTC
Tosski wrote:

That makes no sense at all


It makes perfect sense. You display an attitude that is incompatible with a PvP sandbox, and with player freedom in general.


Quote:

but of course it is CODE, so to be expected, kids who get off popping a noob and claim its pvp P


It is PvP, unless you are so callous as to disqualfiy them from counting as players in the first place. It is a player versus player interaction, like many things in this game.

"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.

Avvy
Doomheim
#118 - 2015-09-03 22:23:38 UTC
Tosski wrote:
Kaarous Aldurald wrote:
Tosski wrote:
Never saw the space honor in killing an exhumer or mission runner and claim its pvp Shocked


Then you really aren't qualified to talk about non consensual PvP at all, are you? If you want space honor, you are most definitely playing the wrong game.



That makes no sense at all, but of course it is CODE, so to be expected, kids who get off popping a noob and claim its pvp P



I never saw the space honor of killing an exhumer unless you are at war with them.

But what does honor have to do with PvP? Not much is the answer.
Tosski
State War Academy
Caldari State
#119 - 2015-09-03 22:24:22 UTC
Kaarous Aldurald wrote:
Tosski wrote:

That makes no sense at all


It makes perfect sense. You display an attitude that is incompatible with a PvP sandbox, and with player freedom in general.


Quote:

but of course it is CODE, so to be expected, kids who get off popping a noob and claim its pvp P


It is PvP, unless you are so callous as to disqualfiy them from counting as players in the first place. It is a player versus player interaction, like many things in this game.


PVP is 2 ships fighting, not 1 ship killing a unarmed ship, PVP mean player vs player, not player ganking player. How hard is it to pop a freighter or exhumer? must take mad skills for that. I know they are so dangerous and powerful.
Kaarous Aldurald
Black Hydra Consortium.
#120 - 2015-09-03 22:28:08 UTC
Tosski wrote:

PVP is 2 ships fighting


Wrong.

PvP is "player versus player", one player acting in opposition to another.

That is the only definition. So unless miners and haulers stopped counting as players recently, it is still PvP to kill them.

"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.