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Proposed change to Wardecs..

Author
Tosski
State War Academy
Caldari State
#121 - 2015-09-03 22:34:41 UTC
Kaarous Aldurald wrote:
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.


If you want to PVP go to low or null sec, gangster types claim it to be pvp in high sec, robbing, extorting, killing, bribes, protection money, all that stuff mob / gangsters do. But then again they tell themselves lies also to justify it all. I have 1000000x more respect for any low / null pvp'er then a high sec person that claims to be pvping. At least the low / null people aren't lieing to themselves Pirate
Madd Adda
#122 - 2015-09-03 22:40:01 UTC
Kaarous Aldurald wrote:
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.


though technically you are correct, everyone defaults to the "2 people fighting" definition, since "player vs player" makes every MMO a pvp by virtue of it's market.

Carebear extraordinaire

Tosski
State War Academy
Caldari State
#123 - 2015-09-03 22:48:17 UTC
Madd Adda wrote:
Kaarous Aldurald wrote:
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.


though technically you are correct, everyone defaults to the "2 people fighting" definition, since "player vs player" makes every MMO a pvp by virtue of it's market.



A player who attacks another player that can't even fight back, they do it cause they can, for ISK and to generate tears, that isn't combat, thats using the letter of a law to defeat the spirit of the law. Soon I hope to go back out to low / null for pvp, real pvp. And for those that will check, is on other toons. Why more and more are demanding more high sec rules change cause all of this is getting way out of hand.
Joe Risalo
State War Academy
Caldari State
#124 - 2015-09-03 23:40:54 UTC
There's no middle ground presented in this argument.

It's either open kills via wardecs, or it's no kills without having been killed.

I have an idea and here are a few reasons for this suggestion.

1) Wardecs are favorable to the deccer. They get to choose their targets, and targets are typically determined weakness.
Very few people wardec strong targets.

2) Wardecs are typically used to score easy kills against non-aggressive targets.

3) The surrender option is typically so extravagant that most targets could not and/or would not even attempt to humor the idea.

4) The only option a target has, if not willing to fight directly, is to not log on. Not playing the game is not an suitable option.

5) Putting aside surrendering, there is no way for a target to end a war.

6) Most targets do not know mercs and/or can't afford mercs to fight alongside them. Most aggressors are aware of this by checking war histories, kms, and the age of the corp and/or its member. KMs give the aggressor quite a bit of knowledge of what their intended target typically does. If they have a ton of losses focused on PVE content, it's pretty much assured they're not going to fight back very hard, if at all.

7) Wardecs aren't that expensive considering. Actually, wardeccing favors attacking smaller targets, as it becomes more expensive to wardec larger targets. these smaller targets are typically less likely to fight back well.


With that in mind, here's my suggestions.

1) The cost of a wardec is balanced incorrectly. Right now, it's more expensive to wardec a large alliance than it is to wardec a 10 man corp. My suggestion - Base cost of 100mil.. Wardec will cost base when the number of aggressors is equal to the number of defenders. IE 10 in aggro corp, 10 in target corp. The cost is reduced by 5mil per number that DEFENDER outnumbers the aggressor to a minimum of 10mil. Price is increased by 5mil per number that ATTACKER outnumbers defender with no max.

2) Players cannot join the aggression corp/alliance once the wardec is declared. HOWEVER, players are free to join the defending corp, but refunds the aggression corp up to the point of the wardec costing nothing. it also resets the wardec back to start each time another player joins the defending corp.

3) If a player from a non-involved corp (including NPC) becomes involved in the war, via boosting, logi, or another active means, that character is CONCORDED. IMO, corps should not be supported with outside utility, apart from spies/neutral observation.

4) War Banner (place holder name) - A structure that must be placed in the home system of the target corp in order to declare war. The structure cannot be repaired, has no timers, but has strong HP. 3 versions. small medium and large.. Considerably more expensive to go up in size. Bigger size means more HP. Defender can immediately end the war upon destruction of this structure. (Anyone outside of either aggressor or defender corps/alliances will be CONCORDED if attempting to attack the Banner.. This might make suicide attacks viable, but costly as it will take significantly more cost in ships to take the structure down than the cost of the structure)

5) A reason to make wars mutual - a defender can make a war mutual via 2 options.
A) They can place their own War Banner, to which the aggressor must destroy within a set amount of time in order to keep the war going. In doing so, you refund the target corp their initial wardec cost, and if the structure is destroyed by the aggressor, it resets the war timer at no additional cost to the aggressor. - this method is intended to give defenders another option to force the aggressor to make a choice.

B) Defender can make the war mutual, without placing a War Banner. In doing so, the aggressor is refunded their war cost.
From that point on, the wardec no longer costs either aggressor nor defender. HOWEVER, the war cannot be ended by either aggressor nor defender without a mutual agreement to end the war. If this option is chosen, then aggressor can also pull down their War Banner, as it no longer serves a purpose.. Though, that is risky as the defender can camp it, and/or still destroy it so the aggressor loses some isk.

6) Mercs can no longer be hired by either side. However, the defender can freely join an alliance created by the mercs or create their own alliance to which the merc corp can join. Again, however, in doing so, you reset the war timer and refund the aggressor the cost of the wardec. I'm also considering that in doing so sets the war to a 2 week window, instead of 1.

7) The aggressor is forced to pay for the war each week, as long as their banner is up during any part of the week, even for 1 minute. This could mean that the defender could camp the structure, forcing the aggressor to come to them, and also keeping them trapped paying for their own war.

8) the banner is the indicator of the war being declared, and when it starts. It takes 24hrs to anchor, and 24 hrs to unanchor. Requires anchoring 5, and whatever other necessary skills. The structure is invulnerable while anchoring and unanchoring.

9) I also feel that the aggressor should be forced to leave the structure up for a set amount of time, in which it cannot be unachored. This keeps people from taking advantage of the invulnerability. Though, that would be a bit redundant, as the war is not active until the structure is fully anchored. the structure cannot be unachored during aggression timers. IE, they can't unanchor while it's being shot to keep from people waiting until it's almost dead to unanchor while it's being attacked.



As it sits now, aggressors dictate where the fight happens, thus forcing the defender into gate and station games that the aggressor typically controls. These new structures would change this by forcing the aggressor to defend their War Banner and/or attack the defenders Banner.
Black Pedro
Mine.
#125 - 2015-09-04 06:49:38 UTC  |  Edited by: Black Pedro
Tosski wrote:
A player who attacks another player that can't even fight back, they do it cause they can, for ISK and to generate tears, that isn't combat, thats using the letter of a law to defeat the spirit of the law. Soon I hope to go back out to low / null for pvp, real pvp. And for those that will check, is on other toons. Why more and more are demanding more high sec rules change cause all of this is getting way out of hand.
I respectfully suggest you might not understand what type of game you are playing. Eve is not an honourable combat simulator - it is an open world, competitive PvP sandbox. Eve: Valkyrie might be like that, but Eve Online is a single universe game where players struggle for resources and power against other players.

When you want to beat an opponent, do you strike them where they are most defended and when they are most prepared? Perhaps, if you are a samurai, but if you actually want to win against your adversary, you strike when they are least prepared. You attack when they are not expecting it, or in a way they are not prepared to counter, or with overwhelming force and grind them into the ground. You even strike at them when they cannot strike back - perhaps even ideally you strike when they cannot strike back (notice how ECM is such a popular module? Or the popular 'kiting' doctrine?).

That is what Eve is attempting to simulate - a competitive and dynamic single universe, a dystopia, where players have maximum freedom to gather power. This is why criminals are allowed to operate and larger entities are allowed to push around smaller entities. You can go out and participate in your so-called "real PvP" but all of Eve is PvP and that includes your resource generation in highsec. Highsec is not safesec, never has been and never has intended to be. You are responsible to protect your income generating activities there by design. Non-consensual PvP anywhere is what this game is founded on.

This will almost certainly never change, and if CCP forces the issue in the quest for more subscription, it will probably die. But don't expect to see that under CCP Seagull's watch who has committed to expanding these unique, player-driven aspects of the Eve universe and away from turning Eve into yet another themepark MMO or consensual PvP game.
Black Pedro
Mine.
#126 - 2015-09-04 07:46:49 UTC
Joe Risalo wrote:
1) The cost of a wardec is balanced incorrectly. Right now, it's more expensive to wardec a large alliance than it is to wardec a 10 man corp. My suggestion - Base cost of 100mil.. Wardec will cost base when the number of aggressors is equal to the number of defenders. IE 10 in aggro corp, 10 in target corp. The cost is reduced by 5mil per number that DEFENDER outnumbers the aggressor to a minimum of 10mil. Price is increased by 5mil per number that ATTACKER outnumbers defender with no max.
Rebalancing wardec fees to favour attacks against larger entities does seem like a good idea. I have to wonder though if it is not intentional on CCP's part to encourage players to form larger corps for safety because on the surface it seems like a strange design decision that they made. In any case, I would not be adverse to turning that on its head and making it easier to wardec larger corps. It would probably exacerbate the trade hub camping phenomenon though as wardeccers would have more targets coming to them, and less incentive to go off and hunt a small corporation doing industry somewhere.

Joe Risalo wrote:
2) Players cannot join the aggression corp/alliance once the wardec is declared. HOWEVER, players are free to join the defending corp, but refunds the aggression corp up to the point of the wardec costing nothing. it also resets the wardec back to start each time another player joins the defending corp.
Not going to happen. Players should always be free to leave and join corporations.

Joe Risalo wrote:
3) If a player from a non-involved corp (including NPC) becomes involved in the war, via boosting, logi, or another active means, that character is CONCORDED. IMO, corps should not be supported with outside utility, apart from spies/neutral observation.
Unnecessary. Off-grid boosting is an issue everywhere which needs to be fixed just get rid of it and make on-grid boosters go suspect. Logi already go suspect which is enough of a penalty.

Joe Risalo wrote:
4) War Banner (place holder name) - A structure that must be placed in the home system of the target corp in order to declare war. The structure cannot be repaired, has no timers, but has strong HP. 3 versions. small medium and large.. Considerably more expensive to go up in size. Bigger size means more HP. Defender can immediately end the war upon destruction of this structure. (Anyone outside of either aggressor or defender corps/alliances will be CONCORDED if attempting to attack the Banner.. This might make suicide attacks viable, but costly as it will take significantly more cost in ships to take the structure down than the cost of the structure)
As I spent two pages explaining above this will never happen. This version is even less plausible than other proposals. How is it balanced or useful if I have to deploy a structure next to the station of my target, only to log in the next day to find the war is over because my opponents destroyed the structure while I slept? At the very, very least it would require timers so the aggressors could actually be online to defend it when vulnerable, but it honestly it will never happen.

Wardecs are needed to remove structures and that will take about a week. So wardecs will have to last a week - simple as that. CCP will never give you the ability to end a war as that hinders conflict and provides too much safety.

Joe Risalo wrote:
As it sits now, aggressors dictate where the fight happens, thus forcing the defender into gate and station games that the aggressor typically controls. These new structures would change this by forcing the aggressor to defend their War Banner and/or attack the defenders Banner.
If you want attackers to defend something, then give them some structures that they want to use and will have to defend. There is plenty of room to make wars more interesting that way. But CCP is not going to offer war immunity as a prize for participating in a war. Eve is focused conflict and ending a war is the opposite of conflict.
Serendipity Lost
Repo Industries
#127 - 2015-09-04 11:16:21 UTC
This is like one of those epic movie scenes.

The current war dec corps are the guys over the edge of the cliff.... hanging on by three fingers, but slowly slipping.

They know they are going to lose their grip and fall into the open maw of the kraken waiting below. It's inevitable. But they still hang on as best they can.... slowly slipping closer and closer to their end.



2 years from now folks will look back and have conversations like:

"remember when war dec mechanics were all messed up?"
"Yeah, when the trade hubs and choke points were littered with low skill 'leet pvp' pilots that shot faceless war targets"
"uh huh, empire conflict had no meaning back then"
"true that, now it's not just sensless processing of players for the sake of because we can"
"Eve is a much better place now, HS pvp is actually serious business now"
"Yeah"
"I wonder what happened to all those low skill HS gate/station campers?"
"Who cares man, we didn't need risk averse players like that anyway"
"yeah"

Kaarous Aldurald
Black Hydra Consortium.
#128 - 2015-09-04 11:40:00 UTC
Black Pedro wrote:
I have to wonder though if it is not intentional on CCP's part to encourage players to form larger corps for safety because on the surface it seems like a strange design decision that they made.


I would think it is on purpose. It's so people can't perma dec groups like Uni or Brave or whatever the next newbie corp is for 2 mil a week.

"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.

Serendipity Lost
Repo Industries
#129 - 2015-09-04 12:25:53 UTC
Kaarous Aldurald wrote:
Black Pedro wrote:
I have to wonder though if it is not intentional on CCP's part to encourage players to form larger corps for safety because on the surface it seems like a strange design decision that they made.


I would think it is on purpose. It's so people can't perma dec groups like Uni or Brave or whatever the next newbie corp is for 2 mil a week.



Why would that be a bad thing?
Kaarous Aldurald
Black Hydra Consortium.
#130 - 2015-09-04 12:32:41 UTC
Serendipity Lost wrote:
Kaarous Aldurald wrote:
Black Pedro wrote:
I have to wonder though if it is not intentional on CCP's part to encourage players to form larger corps for safety because on the surface it seems like a strange design decision that they made.


I would think it is on purpose. It's so people can't perma dec groups like Uni or Brave or whatever the next newbie corp is for 2 mil a week.



Why would that be a bad thing?


For all your carebear crying in every thread, you can't imagine why reducing the cost of deccing people like that by 80% might be problematic?

"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.

Serendipity Lost
Repo Industries
#131 - 2015-09-04 13:40:21 UTC
Problematic for whome?
Black Pedro
Mine.
#132 - 2015-09-04 13:59:02 UTC
Serendipity Lost wrote:
Problematic for whome?

The concern is that by making it cheaper to declare war on large groups as compared to small groups, the large groups would be perma-wardecced by every mercenary corp. Right now, such corps like Eve University and Brave Newbies receive some protection from wardecs because of scaling costs.

If we flip that as was proposed, there would be a disincentive to attack small corps while it would be open season on large ones.

On one hand the large groups are better able to defend themselves, so perhaps they should be the preferred target of wardeccers, but on the other hand CCP seems to want to encourage large social groups to form (which is also good if they ever want to move to low/nullsec) so perhaps costs should be left as is so wardecs continue to pressure smaller groups to join forces for mututal protection.
Serendipity Lost
Repo Industries
#133 - 2015-09-04 14:44:22 UTC
So I kind of think your are proving my point.


On the one hand the current mechanics are great for retention and @55pounding newbrows promotes retention and all that sort of rhetoric. And now you're on the other hand saying it's problematic for large well funded 1000+ man alliances who don't even reside in empire to be permadecced.


You're saying that game mechanics should support wonking newbros to promote them banding together in large social groups AND you're saying that mechanics should not support decing these large social groups because it would be problematic for them.


My point??

There is a group of well organized and well financed players shooting newbros on trade hubs and pipes for no reason other than that they can. That is a bad mechanic (PRO HINT: there is zero meaning or value attached to it)

100 worthless wardecs are OK but 3 problematic ones are not??? It's not like most of new eden doesn't get where the funding for the mass deccing of hs is coming from. Your arguments are laughable.

Current HS ware dec mechanics suck and need to be changed.


Serendipity Lost
Repo Industries
#134 - 2015-09-04 14:49:45 UTC
Kaarous Aldurald wrote:
Serendipity Lost wrote:
Kaarous Aldurald wrote:
Black Pedro wrote:
I have to wonder though if it is not intentional on CCP's part to encourage players to form larger corps for safety because on the surface it seems like a strange design decision that they made.


I would think it is on purpose. It's so people can't perma dec groups like Uni or Brave or whatever the next newbie corp is for 2 mil a week.



Why would that be a bad thing?


For all your carebear crying in every thread, you can't imagine why reducing the cost of deccing people like that by 80% might be problematic?



I think the real problem here is that I do get it. As for carebear crying, please explain to me how you came to this conclusion.
Black Pedro
Mine.
#135 - 2015-09-04 14:54:21 UTC
Serendipity Lost wrote:
Your arguments are laughable.

What arguments?

I provided an analysis of the pros and cons of wardec costs scaling on the basis of corporation size.

I made no argument at all.
Serendipity Lost
Repo Industries
#136 - 2015-09-04 15:00:31 UTC
Black Pedro wrote:
Serendipity Lost wrote:
Your arguments are laughable.

What arguments?

I provided an analysis of the pros and cons of wardec costs scaling on the basis of corporation size.

I made no argument at all.



I stand corrected. Your analysis is laughable.
Black Pedro
Mine.
#137 - 2015-09-04 15:05:50 UTC
Serendipity Lost wrote:
I stand corrected. Your analysis is laughable.

Could you please point the parts you find most humourous? It seems a pretty solid appraisal of the situation to me.

Wardecs are always going to be with us in some form - they are mandatory to remove structures in highsec. The question remains should they scale in cost to provide incentive to attack small groups, large groups or perhaps neither?
Serendipity Lost
Repo Industries
#138 - 2015-09-04 16:01:12 UTC
Black Pedro wrote:
Serendipity Lost wrote:
I stand corrected. Your analysis is laughable.

Could you please point the parts you find most humourous? It seems a pretty solid appraisal of the situation to me.

Wardecs are always going to be with us in some form - they are mandatory to remove structures in highsec. The question remains should they scale in cost to provide incentive to attack small groups, large groups or perhaps neither?



So first an apology. The most humorous part is where I though you said it was problematic for large groups to be permadecced. You didn't say that, the guy that called me a carebear did. So, now that I have read back and realise I had the two of you confused, I'd like to recind my analysis of your analysis.

Second - it should cost more for big to dec little.
1. Big will normally have more isk than little so it scales perfectly with average actual wallet size.
2. Big having 100+ war decs makes them meaningless turkey shoots in a few key areas of the game - this turkey shoot pvp is not fun for the agressors. I get that blowing things up is fun, but without challenge or meaning it isn't fun enough for me to call it fun.
3. Little getting curb stomped by a large and well funded alliance is not fun. It goes beyond just the losing of ships (though no one likes to lose a ship) as the meaningless kick in the junk is demoralizing to many.

Some side issues created by the current upside down costs. Meaningful war decs don't happen in some cases. Here's the example. Corp A is offended by corp B. Corp A wants to go to guns on Corp B to set everything right with the world. Sadly Corp A isn't dumb and they know that as soon as the dec goes in that Corp B is going to get flooded with mails soliciting assistance that ranges from free to several million isk. Corp A being not able to fend of hundreds of tools in the current war dec corps decides not to engage Corp B as it would be a losing gambit.

It's all just gone wrong. Corp B can run all over new eden being asshats knowing that as soon as someone decs them a large number of folks will join thier cause just for the targets. I've seen a large number of dec assist mails and none of them (THAT'S NONE OF THEM) ask about any of the particulars as to the reason for the war dec, because it just doesn't matter any more.

So good corps trying to play eve right and solve issues with their guns get steam rolled by the current system.

Scale the cost the old way AND limmit the number of concurrent agressive acts a corp can have sanctioned by concord. Limit the sum of initiated war decs and assists to 10.


These 2 things together will allow meaning and purpose to come back into HS war decs. Meaning and purpose bring fun, excitement and the ability for Corp A to truly provide consequences to Corp B without getting steam rolled by a big war dec that could care less about what's actually going on.
Joe Risalo
State War Academy
Caldari State
#139 - 2015-09-04 16:16:16 UTC
Black Pedro wrote:
Serendipity Lost wrote:
Problematic for whome?

The concern is that by making it cheaper to declare war on large groups as compared to small groups, the large groups would be perma-wardecced by every mercenary corp. Right now, such corps like Eve University and Brave Newbies receive some protection from wardecs because of scaling costs.

If we flip that as was proposed, there would be a disincentive to attack small corps while it would be open season on large ones.

On one hand the large groups are better able to defend themselves, so perhaps they should be the preferred target of wardeccers, but on the other hand CCP seems to want to encourage large social groups to form (which is also good if they ever want to move to low/nullsec) so perhaps costs should be left as is so wardecs continue to pressure smaller groups to join forces for mututal protection.


That sounds terrible.

This is like saying that starter companies should pay higher taxes than large companies to incentivize merger and keep the large companies in power.

The better part of the last 5 years has been CCP challenging that status quo by making is more difficult for larger entities.
This can be seen with ship rebalance, Fozzie Sov, jump range nerf, jump fatigue, allowing high sec Ice belts to deteriorate (though we can't mine them fast enough yet).
How are these challenging status quo?

Ship rebalance
T1 hulls such as frigs and cruisers have become more viable in pvp. This allows small and/or lower skilled entities to present a threat.
Titan AoE DD was removed (though, this was a balance factor all on its own, but it still put a power check on large entities)
Super carriers were nerfed to only allow fighters and fighter bombers (again, balance, but still power check)

Fozzie Sov
Means it's easier for a smaller entity to challenge the Sov of large entities, instead of having to just go head to head

Jump Range Nerf
Large entities can no longer project fleets across vast amounts of space to easily attack or defend, thus forcing them to congest in order to protect their valuables

Jump Fatigue
Large entities can no longer easily defend all of their territory with mass fleet drops at any time. They also have to commit to an attack instead of just "hotdrop and run".

Deteriorating High Sec Ice belts
If they ever deteriorate, this is intended to keep alt corps/npc alts from being able to mine all day long in order to easily feed a isotope hungry alliance. While it's not a direct nerf to projection, it's a nerf to the ease at which alliances would be able to fund their projection. IE, would have to risk null or low ice mining in order to attain isotopes to fuel war..


On top of this, People always say that when you create a corp, you're presenting yourself at a viable target.
Well, if you grow your corp into a massive entity and begin to claim null Sov, you're presenting yourself as a threat to other null entities, have established your name in Eve, and have presented yourself as here to win the game!!!

You should be an easy target to wardec.
Why would we allow a 10 man PVE centric corp to easily be wardecced by a 200 man merc corp, but protect a 2000 man, Sov holding entity through higher costs??
If you have that many people and have Sov, you are showing that you are there as a challenge to other entities.

On top of that, that 10 man corp may be getting yolo face stomped just for the lulz, but if left alone for a year, could have developed a sizable force that challenges that 2k man alliance and takes Sov from them.
This is a good thing, as it keeps large entities in check..

We want to nurture the growth of small entities, not inhibit their growth.


If we continue to follow your suggested path of "join a large entity to get by" then at some point, the only thing that would be left in Eve is one large entity. We'll just say that entity would be Goons. (they're the only ones i'm that familiar with.)

If Goons continue to be protected by wardec mechanics while in HS, then they will be able to freely move about, marketing, supplying their alliance with HS production materials, while recruiting new member and new corps in order for those smaller entities to be protected from wardec mechanics.

At some point, one entity would reign supreme and it would be impossible for them to be challenged, as every new entity that springs up could be perma decced and beaten into submission.
The only non-entities that would exist a pose a threat would be NPC corp characters, to which Goons have shown before that they can simply suicide gank you with free reign...

By the time CCP catches on and tries to fix it, it would be too late, and everyone would be a Goon.
The only option they would have it to reset. However, that would be redundant as it would eventually have the same outcome.

It would even effect a new game development project, and the people most likely to play the new game would be the current Eve players. So, once again, it would be Goons Online.


CCP has to started to implement mechanics that challenge the status quo, but War dec mechanics need to be added to the list.
If CCP doesn't do this, then it makes being a large entity too easy, and being a small entity too hard.

If a 2000 man alliance is incapable of defeating a 20 man merc corp that's gate camping/station camping Jita, then they probably should die..
Kaarous Aldurald
Black Hydra Consortium.
#140 - 2015-09-04 16:36:03 UTC
You seriously turned that into Grr Goons?

Roll

"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.