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In Response to Sugar Kyle - Highsec development

First post First post
Author
Jeremiah Saken
The Fall of Leviathan
#121 - 2015-10-08 20:15:42 UTC
Kaarous Aldurald wrote:
The changes did nothing of the sort. The enormous influx of people doing it, on the other hand...

Seriously, if you don't know what you're talking about, just shut up.

Big smileBig smileBig smile
...and the enormous influx of people doing it came from what? Take your time, think about the answer, you'll get there. Don't rush, rush is not good for you.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Kaarous Aldurald
Black Hydra Consortium.
#122 - 2015-10-08 20:34:59 UTC
Jeremiah Saken wrote:

...and the enormous influx of people doing it came from what?


The Probe Formations that got added, making scanning accessible to everyone instead of a headache that a small few would tolerate.

Are you seriously trying to claim that the probing update counts as a nerf to highsec? Put down the crack pipe, you've had enough.

"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.

Rob Kaichin
Aliastra
Gallente Federation
#123 - 2015-10-08 21:28:09 UTC
Black Pedro wrote:

Exploration and PI seem to be about the only properly balanced PvE out there (and probably WHs). Leaving highsec for these activities pays almost an order of magnitude or more reward for taking that risk.


If you consider that the average LS relic pays 5 million, and the NS pays 40-60 balanced (and I have had 100 million sites in a row), and a similar situation with PI balanced, then you simply do not know the meaning of the word.

Black Pedro wrote:

But right now, the situation is so out of whack that as Gevlon said, the most efficient way to earn enough for a Titan for your nullsec alliance is to go to highsec and grind incursions, almost perfectly safe from all your nullsec enemies.7


And this is just flat out false. Easiest way to 'earn' a titan? Moon goo. 20 Dyspro moons for one day. What do you mean, your alliance doesn't support prospective Titan pilots?


Or if you must count PVE, 100 hours of L5 missioning at 1 billion isk/hour. Not 1000 hours of incursions.
Chainsaw Plankton
FaDoyToy
#124 - 2015-10-08 22:18:00 UTC
incursion running 4 titans! sounds sweet sign me up. I'd say highsec is way off when it comes to that scale of income. Corp/alliance taxes plus moon goo are probably a much more reliable source. but on the individual sources of income highsec seems way too equal or even ahead of ordinary null activities. Not to mention ratting/anom running is boring as hell.

Personally I want to see some small-medium group pve game play out in null that makes more than anoms. Probably need to tie in some sort of LP income to not make it a broken isk faucet. and as I stated earlier some specific nerfs in highsec. Null should make the most at any level. Low should have some interesting draws as low is a lot of fun, but I can't comment specifically on fw/lv5s.

@ChainsawPlankto on twitter

helana Tsero
Science and Trade Institute
Caldari State
#125 - 2015-10-09 01:40:48 UTC  |  Edited by: helana Tsero
Kind of tired of all you nullbears saying nerf high sec it is to safe / to much isk in HS.

Blue donut nullsec is just as safe as HS and has way more isk potential than HS. Come and live in a womhole and then I might acknowledge your whining. (though the risk in whs is still manageable). I pray each night they remove local from null.. then your tears will feed the deserts of the universe.

If you want to whine your not making enough isk in nullsec create another thread for it.

"...ppl need to get out of caves and they will see something new.... thats where eve is placed... not in cave."  | zoonr-Korsairs |

Meanwhile Citadel release issues: "tried to bug report this and the bug report is bugged as well" | Rafeau |

Kaarous Aldurald
Black Hydra Consortium.
#126 - 2015-10-09 02:00:47 UTC
helana Tsero wrote:
Kind of tired of all you nullbears saying nerf high sec it is to safe / to much isk in HS.


You'll keep hearing it until risk vs reward is finally applied to highsec for once, or until the game finally dies.


Quote:

Blue donut nullsec is just as safe as HS and has way more isk potential than HS.


So much wrong with this. Firstly, raw isk is not the only factor in personal income, and is in many ways the worst potential reward.

Secondly, nullsec is inarguably more dangerous than highsec. You know how you can tell? Nullsec is only "safe" as a direct result of player action. Meanwhile highsec is only "dangerous" as a direct result of player action.

One of those things is inherently safe, one of them is not.

"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.

Market McSelling Alt
Doomheim
#127 - 2015-10-09 03:32:51 UTC  |  Edited by: Market McSelling Alt
Kaarous Aldurald wrote:
helana Tsero wrote:
Kind of tired of all you nullbears saying nerf high sec it is to safe / to much isk in HS.


You'll keep hearing it until risk vs reward is finally applied to highsec for once, or until the game finally dies.


Quote:

Blue donut nullsec is just as safe as HS and has way more isk potential than HS.


So much wrong with this. Firstly, raw isk is not the only factor in personal income, and is in many ways the worst potential reward.

Secondly, nullsec is inarguably more dangerous than highsec. You know how you can tell? Nullsec is only "safe" as a direct result of player action. Meanwhile highsec is only "dangerous" as a direct result of player action.

One of those things is inherently safe, one of them is not.



What in the name of Jove are you talking about. You need some anger management classes or something.

Null sec safety has nothing to do with players making it safe, it has to do with mechanics. Anything not + and blue you dock and hide or POS shield up... In High-Sec and WH space you don't have that luxury. Because in Null sec you know with 99% certainty that a new neutral or - in local is in a ship somewhere in system and entered through a Gate or WH or Cyno...

In High Sec the wolves look like sheep, and everyone is on different sides of the hills grazing. You have no idea where anyone is and tracking them can be next to impossible. You have no idea who the assailant will be either.

In Null sec you get a nice screaming red flag "THIS IS A WOLF" and you know he isn't at YOUR station, so its a Gate or WH entrance.

Don't fool yourself or try to convince anyone else that Null is dangerous. It is only as dangerous as you want to make it by undocking to actually fight something.

As stated before, come play in my WH some day... just make sure you 0/ in local for everyone who is, isn't or might or might not be there.

CCP Quant: Of all those who logon in Eve, 1.5% do Incursions, 13.8% PVP and 19.2% run Missions while 22.4% mine.

40.7% Join a fleet. The idea that Eve is a PVP game is false, the social fabric is in Missions and Mining.

Jeremiah Saken
The Fall of Leviathan
#128 - 2015-10-09 06:14:44 UTC
Kaarous Aldurald wrote:

The Probe Formations that got added, making scanning accessible to everyone instead of a headache that a small few would tolerate.

Very good. Very good indeed, but it's not all. What else was changed? Hint: something was removed.
Kaarous Aldurald wrote:

Are you seriously trying to claim that the probing update counts as a nerf to highsec? Put down the crack pipe, you've had enough.

I quit smoking few years ago, bad habit. It was not directly nerf. It like the state of escalations now. There were changes some time ago. More people are doing them now, prices went down. For someone doing them before it's a nerf, he's not earning as much as before. Overall it's good change, anoms are worth running now, prices for modules went down so they are more in use. Fun factor is rising.
Market McSelling Alt wrote:
Null sec safety has nothing to do with players making it safe, it has to do with mechanics. Anything not + and blue you dock and hide or POS shield up... In High-Sec and WH space you don't have that luxury. Because in Null sec you know with 99% certainty that a new neutral or - in local is in a ship somewhere in system and entered through a Gate or WH or Cyno...

The NRDS in provi works like a charm. I set +10 standing with all dwellers and now I know who's blue with me and for whom I need to watch out.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Vic Jefferson
Stimulus
Rote Kapelle
#129 - 2015-10-09 08:43:08 UTC
Kaarous Aldurald wrote:
Quote:

Blue donut nullsec is just as safe as HS and has way more isk potential than HS.


So much wrong with this. Firstly, raw isk is not the only factor in personal income, and is in many ways the worst potential reward.

Secondly, nullsec is inarguably more dangerous than highsec. You know how you can tell? Nullsec is only "safe" as a direct result of player action. Meanwhile highsec is only "dangerous" as a direct result of player action.

One of those things is inherently safe, one of them is not.


Well, I'm not convinced at all - HS is the most dangerous by lots of metrics, including ISK killed, ships killed, pods killed, etc., on your average day when antagonists are doing their job. Those destruction/creation graphs they did quite a bit ago were brilliant, and shed some light on this matter:

http://community.eveonline.com/news/dev-blogs/insights-into-2013-production-and-destruction/

Yes, perhaps the total amount of ISK lost in low and null is greater, but per system? Naw, High Sec has to win easy, high sec almost invariably has a higher average ISK lost per system than low and null. Let's see what I can calculate here....

In 2013...
Average HS system was 119.92547466b killed
Average LS system was 153.3703627653b killed
Average NS system was 38.1915442369b killed

Go ahead and check my numbers based what you can pull from that site if you wish. That would indicate that the average HS system harbors roughly 3x the destruction of your average null system.

Now, not only do the numbers tend to agree with that, gameplay suggests it as well. Instinctively, with a little effort, I know that over the course of an hour of HS ganking, I can rack up at least a billion in kills, either by tagging along in a CODE. fleet, or simply popping exhumers every 15 mins.

Now contrast that to null hunting, and you see the difference. Null hunting you are against intel, you are against vastly superior numbers, and you are on their home turf. I would say the same applies in null as it does in high - the only kills you generally get are from people that hand them to you on a silver platter. They are just rarer and herd immunity helps prevent ultra derps more frequently, and the targets are aware that they are at risk in the first place. You can spend hours and hours of hunting or stalking in null and get a few token kills, but if you HS gank, you are virtually guaranteed a few really nice killmails. Naive targets really help the process move along. Now, I'm all ears when anyone says high sec is too safe - it is. However it's a platonic ideal that null is more dangerous than high sec - it seems like it should be the case, but empirically, it isn't. Consequently I'm all ears when people say that null is too safe - it is. The jump changes have made actually presenting risks in deep null even harder, this combined with the WH changes, means that null is safer than ever now.

The numbers tend to agree with me my assertion, and my gut instinct pretty much goes the same way; I've ganked a lot, and I have done a lot of stuff in null - the highest consistent ISK killed/hour is available in high sec, null is actually very safe when you get down to it.

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

Jeremiah Saken
The Fall of Leviathan
#130 - 2015-10-09 09:14:51 UTC
Vic Jefferson wrote:
Yes, perhaps the total amount of ISK lost in low and null is greater, but per system? Naw, High Sec has to win easy, high sec almost invariably has a higher average ISK lost per system than low and null. Let's see what I can calculate here....

In 2013...
Average HS system was 119.92547466b killed
Average LS system was 153.3703627653b killed
Average NS system was 38.1915442369b killed

LS has fewest systems, most of them are NS. Those numbers shows nothing. It would be better to show losses in time period.

In the meantime another Sugar Kyle blog update. Keyword: missions.
Looking at the taboo
Is it possible from technical side to have procedurally generated sites? In other places than deadspace complexes?

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Memphis Baas
#131 - 2015-10-09 09:51:24 UTC  |  Edited by: Memphis Baas
You just dismissed his numbers without any sort of counter evidence or analysis, and in the next sentence you're trying to re-direct. How about start a new thread for the new, different topic blog?
Jeremiah Saken
The Fall of Leviathan
#132 - 2015-10-09 10:38:01 UTC
Memphis Baas wrote:
You just dismissed his numbers without any sort of counter evidence or analysis, and in the next sentence you're trying to re-direct. How about start a new thread for the new, different topic blog?

What counter evidence or analysis? His whole statistic shows what? He gather data and interpreted results wrong. That most of ISK lost is in LS? Wrong. LS has the fewest systems, you can't do losses per number of systems. You may drown in lake that has 20 cm average deep. What that tell you about lake itself? And I don't re-direct, whole thread is about hisec and in most cases it's about "bring us more missions".

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Hasikan Miallok
Republic University
Minmatar Republic
#133 - 2015-10-09 11:28:51 UTC  |  Edited by: Hasikan Miallok
Sugar Kyle wrote:
I'm the one who wrote the blog that spawned the thread so I guess I'll chime in with the original goal.

I stepped back from the whats and whos of ganking and this space and that space and this nerf and that buff and simply wanted to know what is the development that people are looking for in high sec when they say 'high sec has been ignored'.

A lot of changes that have come across effect all areas of space. But I will then see, "high sec has been ignored" or "when will it be time for high sec to get attention."

I'd like to know what that attention is supposed to be. What is that development? What are high sec players waiting for CCP to produce for them? What is Eve Online: High Sec the Expansion supposed to be about? Its theme? Its content?

When I first ran for the CSM I had a very clear idea of needs and problem areas in low sec. Over the last year and a half I learned more of them in low and in other areas of the game. Yet, I don't seem to understand those pain points for high sec. At least not by what people tell me. I have no hate for high sec. I've never picked up a 'nerf high sec' pitchfork or worn a complimentary 'burn high sec to the ground' t-shirt.

I also addressed missions in my original wall of text because missions are a very common request. However, thanks to decisions at Eve's birth, missions require a lot of time and energy. The PvE team has been working on the AI which will soon bring up roving NPCs and head into NPC events and interactions. The idea expressed was not to remove PvE but to take future PvE into a more dynamic phase that uses the new tools built. This leaves the old mission content for those that like the old mission content and introduces new content that will not just stagnate because you still do it 100 times.

That stagnation is a problem with missions. Or is it? That's been a very mixed point as well. Adding another room or redoing the text will entertain you for how long? Unfortunately, the PvE team is one group of developers and when we are asking them to focus on things to improve Eve that fact does not go away. I'd love us to have infinity number of developers allowing us to have infinity dreams, but we don't. People will not want to hear that but I'm dealing with the reality of the situation and seeking potential pathways for the future.

It may be that people want missions. I've been dazed by the response and I've told the PvE team that I will be gathering the data and seeing what is said. Maybe that data will say people want missions over anything else.

The arguments over what high sec is, its place in Eve, and the evolution of the sandbox and game society are all fascinating. There is a constant push and pull when it comes to this topic and what people should or should not be doing. Thank you for the in depth discussions.



So getting back to this original prupose of the blog for a second or two:

1) Things to do that will help prepare new players for moving beyond highsec

Burners:
A good start though a couple of points:
- they are not newer player friendly, consider a level III version limiting entry to T1 and faction frigates only
- specifically mention possible need for overheat, drugs and implants in the intro

Drugs:
Introduce a new drug that is legal like Synth but has more effect but has side effects to encourage newer highsec players to train the drug skils

T2 Frigates
To encourage more new players to advance their racial frigate skills before buying a battleship create some Interceptor or covops or assault frigate specific level 2/3 missions that are limited to those specific ship types and pay slightly above average rewards

Losec Islands;
Downgrade a few 0.5 systems deep within highsec to create more small one or two system losec islands. Seed these with slightly above average mining and exploration opportunites. probably best not to do this at Lanngisi or you will just bump SOE LP backup again.


Other comments:

Faction War:
Have you considered faction war options for non major faction slike Khanid and Ammatar?

Incursions:
A controversial one. After being active too long have an incursion temporarily drop the system sec status by 0.1 so a 0.6 system temporarily drops to 0.5, a 0.5 system drops to 0.4 etc.

Insurance:
Some insurance rates are stupid. A Garmur costs about 70 or 80 mill but can only be insured for 400K iSK.

Margin Trading:
Introduce penaties for being unable to meet your margin trade buy orders
Kaarous Aldurald
Black Hydra Consortium.
#134 - 2015-10-09 12:23:48 UTC
Vic Jefferson wrote:

The numbers tend to agree with me my assertion, and my gut instinct pretty much goes the same way; I've ganked a lot, and I have done a lot of stuff in null - the highest consistent ISK killed/hour is available in high sec, null is actually very safe when you get down to it.


I wonder, did you adjust your numbers for population density?

Secondly, the major issue I see with your claim is that, according to the destruction picture anyway, that highsec is "dangerous" only in a small few outliers. Half a dozen trade hubs and chokepoint systems, and barring those highsec would not be on the map.

You can't claim that the average system in highsec sees three times as much destruction as a nullsec system. Simply because of the vast differences in population density (and therefore traffic), and because highsec is hugely inflated by a small few outliers.

"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.

Jenn aSide
Soul Machines
The Initiative.
#135 - 2015-10-09 12:30:02 UTC
Market McSelling Alt wrote:
Kaarous Aldurald wrote:
helana Tsero wrote:
Kind of tired of all you nullbears saying nerf high sec it is to safe / to much isk in HS.


You'll keep hearing it until risk vs reward is finally applied to highsec for once, or until the game finally dies.


Quote:

Blue donut nullsec is just as safe as HS and has way more isk potential than HS.


So much wrong with this. Firstly, raw isk is not the only factor in personal income, and is in many ways the worst potential reward.

Secondly, nullsec is inarguably more dangerous than highsec. You know how you can tell? Nullsec is only "safe" as a direct result of player action. Meanwhile highsec is only "dangerous" as a direct result of player action.

One of those things is inherently safe, one of them is not.



What in the name of Jove are you talking about. You need some anger management classes or something.

Null sec safety has nothing to do with players making it safe, it has to do with mechanics. Anything not + and blue you dock and hide or POS shield up... In High-Sec and WH space you don't have that luxury. Because in Null sec you know with 99% certainty that a new neutral or - in local is in a ship somewhere in system and entered through a Gate or WH or Cyno...

In High Sec the wolves look like sheep, and everyone is on different sides of the hills grazing. You have no idea where anyone is and tracking them can be next to impossible. You have no idea who the assailant will be either.

In Null sec you get a nice screaming red flag "THIS IS A WOLF" and you know he isn't at YOUR station, so its a Gate or WH entrance.

Don't fool yourself or try to convince anyone else that Null is dangerous. It is only as dangerous as you want to make it by undocking to actually fight something.

As stated before, come play in my WH some day... just make sure you 0/ in local for everyone who is, isn't or might or might not be there.



I will never understand how anyone can think like this, It's exactly the same as saying that Beverly Hills is safer than Compton because at least in Compton you can see gang colors where as in BH any old buffy or Chad could be a terrorist (lets not let the fact that no muffys or chads have proven to be terrorists stop you from thinking that).

In other words, that kind of thinking is provably insane. In null i have to say glued to local to keep from dying, in high sec while running incursions local is minimized, it doesn't even matter in the least who else is in system as long as I'm not wardeced and the logi squad can see my broadcasts...
Salvos Rhoska
#136 - 2015-10-09 12:33:33 UTC  |  Edited by: Salvos Rhoska
The way to fix PvE (especially in HS), is by adding more PvP to it.

Before you get a knee jerk reaction, let me specify the terms:
PvE: Competition and conflict against AI/NPC systems.
PvP: Competition and conflict against players.

PvP IS NOT EXCLUSIVE TO SHIP DESTRUCTION.
There are many other forms of PvP.

Examples:
-Station trading, is categorically PvP. Though there are NPC related costs, these are undynamic, uncompetetive and unconflicting.
Simply skilling will mitigate these. These is no conflict/competituon. Just a flat rate of cost/capacity depending on whether youve skilled or not. The NPC/AI does not compete with you, in anyway.
-Competition for Exploration sites is PvP. In HS and everywhere else. Even if you do not fire one shot at a sig invader, you are nonetheless in competition and conflict with another player for the sites rewards.
-If Ice Fields where changed to a random/probed spawn, this would constitute more PvP in an otherwise essentially PvE activity (of mining the field itself). You would be competing with other players, in conflict to their interest, inorder to find and reach those sites before other players.

The crucial element, in activities both PvE and PvP, so as to forestall boredom, and more importantly, to create content, is DYNAMIC SYSTEMS, which are responsive and adaptive to a given set of circumstances, rather than fixed and static.

Yes, CCP could, potentially, increase the dynamism of NPC/AI systems, such as by:
-Including random, unpredictable spawns in Incursions/Missions etc.
-Integrate NPC Empire behaviour based on player activity indexes (in various forms) in their space.
---->Thereafter make NPC corp standings dynamic towards each other, within that space.
-So that Empires, as NPC elements, wax and wane based on player activity vs the NPC elements of that space, such as in their mission payouts, their trading costs, their bounties etc.
-So that an Empire and NPC corp (which assign missions in particular) with less activity on its indexes, pays more for those activities, than one with an abundance.
In this way the NPC/AI ENVIRONMENT (note, still not PvE), becomes a PvP consideration, in terms of where you go in Empire spaces, for greater profit, against others doing likewise PvE activities elsewhere and where YOU are.

There are many options for this, but all require rather large amounts of work in actual development in changing such central mechanics of the games NPC/AI systems. I believe these would be worth it, but they take a lot of time and consideration to apply properly. The NPC/AI in EVE is lamentably nonreactive and undynamic.

But.

A much simpler solution, and which utilises a pre-existing dynamic and unpredictable resource, is PLAYERS.
If it is at all possible to increase player competition and conflict, it should be done.

People have trouble distinguishing between the games mechanics, and player interaction, as PvE and PvP respectively.
PvP is thr overarching, and pervasive element. PvE merely floats ontop of this background in the form of specific isolated circumstances in which there are no other players involved. Even that, is at best, temporary, since player aggression, competition and conflict are nonetheless always a possibility.

An example of this, and how PvP overarchs PvE, and how player based dynamics are better and easier to enable than NPC ones (and nonetheless pervade PvE, as PvP), consider the following:
-Increase the security standing loss on illegal actions in HS. One illegal ship kill to roughly -5 standing, on multiplicative scale, as compared against targets standing (as killing low standing players should defacto concern a lower sec standing loss still).
---Result: Illegal players will go red, faster, universally, in HS space, and thereby PLAYERS, rather than CONCORD/faction police, will be the arbitrating dynamic. CONCORD wont kill you for being red. Faction police will (inneffectivelt) harass you, but its PLAYERS that will blow you up for returning to HS once you are pronounced red per security standing.
-----Therafter the illegal red player must return to lower security space, and engage in PvE inorder to raise their sec, and whereupon they again provide content for other aggresive players.

In this example, an otherwise entirely PvE competition/conflict (as vs faction police on pure sec standing, and CONCORD only after an act), PvP, players, becomes the dynamic and decisive factor.

Though PvE and PvP exist concurrently in this game, PvP is the fundamental source of dynamic content within it, as the most dynamic and unpredictable system that will IN ALL CASES remain so, even if CCP makes sweeping changes to NPC systems.

Even then, its still PLAYERS, and hence by definition, PvP (as conflict and competition against other players), that will define the parameters and extent of that NPC systems dynamism.
Market McSelling Alt
Doomheim
#137 - 2015-10-09 12:38:25 UTC
Jenn aSide wrote:
Market McSelling Alt wrote:
Kaarous Aldurald wrote:
helana Tsero wrote:
Kind of tired of all you nullbears saying nerf high sec it is to safe / to much isk in HS.


You'll keep hearing it until risk vs reward is finally applied to highsec for once, or until the game finally dies.


Quote:

Blue donut nullsec is just as safe as HS and has way more isk potential than HS.


So much wrong with this. Firstly, raw isk is not the only factor in personal income, and is in many ways the worst potential reward.

Secondly, nullsec is inarguably more dangerous than highsec. You know how you can tell? Nullsec is only "safe" as a direct result of player action. Meanwhile highsec is only "dangerous" as a direct result of player action.

One of those things is inherently safe, one of them is not.



What in the name of Jove are you talking about. You need some anger management classes or something.

Null sec safety has nothing to do with players making it safe, it has to do with mechanics. Anything not + and blue you dock and hide or POS shield up... In High-Sec and WH space you don't have that luxury. Because in Null sec you know with 99% certainty that a new neutral or - in local is in a ship somewhere in system and entered through a Gate or WH or Cyno...

In High Sec the wolves look like sheep, and everyone is on different sides of the hills grazing. You have no idea where anyone is and tracking them can be next to impossible. You have no idea who the assailant will be either.

In Null sec you get a nice screaming red flag "THIS IS A WOLF" and you know he isn't at YOUR station, so its a Gate or WH entrance.

Don't fool yourself or try to convince anyone else that Null is dangerous. It is only as dangerous as you want to make it by undocking to actually fight something.

As stated before, come play in my WH some day... just make sure you 0/ in local for everyone who is, isn't or might or might not be there.



I will never understand how anyone can think like this, It's exactly the same as saying that Beverly Hills is safer than Compton because at least in Compton you can see gang colors where as in BH any old buffy or Chad could be a terrorist (lets not let the fact that no muffys or chads have proven to be terrorists stop you from thinking that).

In other words, that kind of thinking is provably insane. In null i have to say glued to local to keep from dying, in high sec while running incursions local is minimized, it doesn't even matter in the least who else is in system as long as I'm not wardeced and the logi squad can see my broadcasts...



Yeah, except Beverly Hills is safer than Compton... and in your analogy Beverly Hills is the lesser populated, higher end, removed from the masses part of town... Null Sec.

So it doesn't really work.

But I can tell you this. If you see a guy with a gun walking around Compton, the Police probably won't be able to respond in time, and there is probably lots of people with guns, and you don't know which of the thousands of smaller homes and apartments they live in.

In Beverly Hills, you probably know your neighbor, and when you see a guy with a gun its a big deal. People would call the cops, and they would make it a big deal.

Stop trying to compare Eve to real life... I think I have seen you say that before yet you keep doing it.

CCP Quant: Of all those who logon in Eve, 1.5% do Incursions, 13.8% PVP and 19.2% run Missions while 22.4% mine.

40.7% Join a fleet. The idea that Eve is a PVP game is false, the social fabric is in Missions and Mining.

Jenn aSide
Soul Machines
The Initiative.
#138 - 2015-10-09 12:40:52 UTC  |  Edited by: Jenn aSide
Vic Jefferson wrote:
Kaarous Aldurald wrote:
Quote:

Blue donut nullsec is just as safe as HS and has way more isk potential than HS.


So much wrong with this. Firstly, raw isk is not the only factor in personal income, and is in many ways the worst potential reward.

Secondly, nullsec is inarguably more dangerous than highsec. You know how you can tell? Nullsec is only "safe" as a direct result of player action. Meanwhile highsec is only "dangerous" as a direct result of player action.

One of those things is inherently safe, one of them is not.


Well, I'm not convinced at all - HS is the most dangerous by lots of metrics, including ISK killed, ships killed, pods killed, etc., on your average day when antagonists are doing their job. Those destruction/creation graphs they did quite a bit ago were brilliant, and shed some light on this matter:

http://community.eveonline.com/news/dev-blogs/insights-into-2013-production-and-destruction/

Yes, perhaps the total amount of ISK lost in low and null is greater, but per system? Naw, High Sec has to win easy, high sec almost invariably has a higher average ISK lost per system than low and null. Let's see what I can calculate here....

In 2013...
Average HS system was 119.92547466b killed
Average LS system was 153.3703627653b killed
Average NS system was 38.1915442369b killed

Go ahead and check my numbers based what you can pull from that site if you wish. That would indicate that the average HS system harbors roughly 3x the destruction of your average null system.

Now, not only do the numbers tend to agree with that, gameplay suggests it as well. Instinctively, with a little effort, I know that over the course of an hour of HS ganking, I can rack up at least a billion in kills, either by tagging along in a CODE. fleet, or simply popping exhumers every 15 mins.

Now contrast that to null hunting, and you see the difference. Null hunting you are against intel, you are against vastly superior numbers, and you are on their home turf. I would say the same applies in null as it does in high - the only kills you generally get are from people that hand them to you on a silver platter. They are just rarer and herd immunity helps prevent ultra derps more frequently, and the targets are aware that they are at risk in the first place. You can spend hours and hours of hunting or stalking in null and get a few token kills, but if you HS gank, you are virtually guaranteed a few really nice killmails. Naive targets really help the process move along. Now, I'm all ears when anyone says high sec is too safe - it is. However it's a platonic ideal that null is more dangerous than high sec - it seems like it should be the case, but empirically, it isn't. Consequently I'm all ears when people say that null is too safe - it is. The jump changes have made actually presenting risks in deep null even harder, this combined with the WH changes, means that null is safer than ever now.

The numbers tend to agree with me my assertion, and my gut instinct pretty much goes the same way; I've ganked a lot, and I have done a lot of stuff in null - the highest consistent ISK killed/hour is available in high sec, null is actually very safe when you get down to it.


I saw someone else do the 'per system' thing back when Quant published his devblog, and it was stupid then. High Sec only has something like 17% of EVE systems, the rest is low/null/WH, and EVER other section of EVe space has a much smaller character population than high sec.

What that means is that an individual character is much much much more likely to face a situation where ship loss is possible outside of high sec than inside of it. Add to that that Quant's presentation Also included PVE loses and that much if the so called 'destruction of 'noobs losing Condors', it all means that what you believe here is incorrect.

Tl;DR, Null has a fraction of high sec's population but kills several times more ships than high sec. By definition, Null is more dangerous than high (and close to tied with low sec, per capita, WH space is the most dangerous place in EVE).

Quote:
And what do NPCs manage to destroy? Well, from the looks of things, the tutorials are killing quite a few players:

Condor


416,008
Anize Oramara
WarpTooZero
#139 - 2015-10-09 12:50:24 UTC
Kaarous Aldurald wrote:
Vic Jefferson wrote:

The numbers tend to agree with me my assertion, and my gut instinct pretty much goes the same way; I've ganked a lot, and I have done a lot of stuff in null - the highest consistent ISK killed/hour is available in high sec, null is actually very safe when you get down to it.


I wonder, did you adjust your numbers for population density?

Secondly, the major issue I see with your claim is that, according to the destruction picture anyway, that highsec is "dangerous" only in a small few outliers. Half a dozen trade hubs and chokepoint systems, and barring those highsec would not be on the map.

But they are there and Hi-sec is on the map so your point is not relevant.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Jenn aSide
Soul Machines
The Initiative.
#140 - 2015-10-09 12:53:43 UTC  |  Edited by: Jenn aSide
Market McSelling Alt wrote:



Yeah, except Beverly Hills is safer than Compton... and in your analogy Beverly Hills is the lesser populated, higher end, removed from the masses part of town... Null Sec.

So it doesn't really work.

But I can tell you this. If you see a guy with a gun walking around Compton, the Police probably won't be able to respond in time, and there is probably lots of people with guns, and you don't know which of the thousands of smaller homes and apartments they live in.

In Beverly Hills, you probably know your neighbor, and when you see a guy with a gun its a big deal. People would call the cops, and they would make it a big deal.

Stop trying to compare Eve to real life... I think I have seen you say that before yet you keep doing it.


Like i said, Insane. The fact that people would dial 911 in BH and be less likely to do so in Compton doesn't change basic fact: more people die in Compton than in BH. Even controlling for popuation (BH is 1/3rd the sized of Compton), Compton is vastly more dangerous.

In EVE, non-war aggression creates a heavy automated response in high sec, a much lesser response in low, and no response in null/WH. High sec is the mechanically safest place in EVE. It has the most population, and yet EVERY other part of space outpaces it on per capita pvp kills.

The ONLY way High Sec is more dangerous is when it comes to starter level PVE, and that's only because 1 starter type mission REQUIRES your ship to explode, which is why as early as 4 years ago the most killed ship was the Condor.
Quote:

And what do NPCs manage to destroy? Well, from the looks of things, the tutorials are killing quite a few players:

Condor


416,008


The statement "high sec is more dangerous than null" is a bald faced (and self serving) lie, it takes an Olympic level of mental gymnastics and dishonesty to type it let alone believe it, and that level of dishonesty coming from grown men regarding something as inconsequential as a video game is the truly frightening thing about all of this.