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In Response to Sugar Kyle - Highsec development

First post First post
Author
Herzog Wolfhammer
Sigma Special Tactics Group
#201 - 2015-10-09 22:54:40 UTC




Ah the "Dinsdale Cloud Effect". Lol I remember that one.

Bring back DEEEEP Space!

Nicolai Serkanner
Incredible.
Brave Collective
#202 - 2015-10-10 10:22:31 UTC
Vic Jefferson wrote:
Nicolai Serkanner wrote:
What???? Are you totally deranged?


Maybe?


You assert that HS is more dangerous because HS residents are more careless than LS or NS residents. I am offering the alternative hypothesis here, where HS is more dangerous not because its residents are more careless than NS or LS residents, rather that people are more often going to be punished for being careless in HS due to the population density. The average player in null is equally or more careless than the average high sec player, just escape detection more often due to distances and population density.

CODE. has like 3-4 chokes to monitor for big kills, the chances of a careless freighter escaping their gaze is small.

How many nullsec systems are there? What is the likelyhood that someone doing something incredibly careless will get away with it, without an embarrassing lossmail and a hole in their wallet? Pretty reasonable I'd say.


Utter nonsense and not worth a decent reply.
Malcanis
Vanishing Point.
The Initiative.
#203 - 2015-10-10 10:44:16 UTC
If hi-sec is "more dangerous" for miners than 0.0, why aren't hi-sec miners decamping en masse to such wonderlands of safety and unexploited ore as Curse, The Great Wildlands, Syndicate, etc?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Hiasa Kite
Brutor Tribe
Minmatar Republic
#204 - 2015-10-10 12:42:44 UTC
Malcanis wrote:
If hi-sec is "more dangerous" for miners than 0.0, why aren't hi-sec miners decamping en masse to such wonderlands of safety and unexploited ore as Curse, The Great Wildlands, Syndicate, etc?

That would require them to be at their keyboards. Too much effort.

"Playing an MMO by yourself is like masturbating in the middle of an orgy." -Jonah Gravenstein

Nighthawk The Assassin
The Scope
Gallente Federation
#205 - 2015-10-10 12:52:18 UTC
Tears

So Much Tears.

So funny

Look a the ickle griefers

man this is funny as hell

QQ More
Divine Entervention
Doomheim
#206 - 2015-10-10 12:57:44 UTC
Uhhh, High sec is less dangerous than all the others.

Insinuating otherwise is a testament to your lack of knowledge.
Nighthawk The Assassin
The Scope
Gallente Federation
#207 - 2015-10-10 13:18:57 UTC
Divine Entervention wrote:
Uhhh, High sec is less dangerous than all the others.

Insinuating otherwise is a testament to your lack of knowledge.


Don't be nieve. High sec is a cess pool of voilence and it was why after 3 years we are down 22k subs because low and behold, ganking is now a "thing". A game play style.

Meh if i was rich id buy ccp out right

1. No firing unless ur at war (concord stops you)
2. No more than 5 war decs per corp/alliance (dont care if its abused)

Id make high sec stupid safe and force pvpers into dangerous areas to pvp

eve would fail? lol send that email out n watch the pve mass players flood back into eve.

We'd have more subs than ever and that is what griefers fear more than anything, a united pve empire rising to oppose them and making there lives hell.
Arthur Hannigen
#208 - 2015-10-10 13:33:18 UTC
Malcanis wrote:
If hi-sec is "more dangerous" for miners than 0.0, why aren't hi-sec miners decamping en masse to such wonderlands of safety and unexploited ore as Curse, The Great Wildlands, Syndicate, etc?

I'd venture to say it is because 0.0 mining requires a certain gameplay style that may be inaccessible or uninteresting to the bulk of high sec players; mainly team or group play. My guess is they rather take their chances than have to answer to a 'higher authority'. But don't take this to be more than just my opinion.
Divine Entervention
Doomheim
#209 - 2015-10-10 13:42:13 UTC
Nighthawk The Assassin wrote:
Divine Entervention wrote:
Uhhh, High sec is less dangerous than all the others.

Insinuating otherwise is a testament to your lack of knowledge.


Don't be nieve. High sec is a cess pool of voilence and it was why after 3 years we are down 22k subs because low and behold, ganking is now a "thing". A game play style.

Meh if i was rich id buy ccp out right

1. No firing unless ur at war (concord stops you)
2. No more than 5 war decs per corp/alliance (dont care if its abused)

Id make high sec stupid safe and force pvpers into dangerous areas to pvp

eve would fail? lol send that email out n watch the pve mass players flood back into eve.

We'd have more subs than ever and that is what griefers fear more than anything, a united pve empire rising to oppose them and making there lives hell.


I stopped reading when you tried telling me not to be naive and spelled it wrong.

OK kid take your own advice before you try talking to an adult.
Buoytender Bob
Ronin Exploration Mission and Mining
#210 - 2015-10-10 14:43:41 UTC  |  Edited by: Buoytender Bob
This thread appears to have evolved (devolved?) a bit, but how about having a system in place to have content designed by players (missions,etc.) and which then are submitted to CCP for design change/approval? Successful submissions would then be rewarded with special skins (no impact on gameplay) where the authors could trumpet their achievement. Other games have successfully implemented the ability to incorporate game design by players and I believe that the EVE community has probably one of the highest number of talented and devoted group of players wanting to make the game better. Even if most are not acceptable, the few who do make it may have ideas or concepts that CCP has overlooked or failed to implement.

THe EVE player pool is full of highly talented and resourceful fans who would be a huge asset for CCP; it worked with the ship design contests, why not expand it?




.

To buck the popular trend, I began to Rage Start instead of Rage Quit.

...and every time I get another piece of Carbon, I know exactly what CCP is getting this Christmas.

Divine Entervention
Doomheim
#211 - 2015-10-10 14:56:05 UTC
Randomize all triggers.
Estella Osoka
Cranky Bitches Who PMS
#212 - 2015-10-10 16:35:05 UTC
Jenn aSide wrote:
Estella Osoka wrote:

Your analogy of the "bear in the woods" and the "bear in the house" is inaccurate. It's more like walking around Times Square and everyone has a gun, with some police around; versus living on your own ranch in Montana with sensors all over the place telling you exactly who is who, and what they have.

So yeah, being in a big alliance in null, with good intel; is safer than hisec.



What's really funny is someone saying an anology is incorrect then giving an analogy that's isn't even possible (everyone in Times square with a gun lol, someone has never been to New York and dealt with their Draconian gun laws i see).

Good intel doesn't make NPC police spawn if someone shoots you. Good intel doesn't keep you from being pointed by an NPC when someone rolls a wormhole into you system and bad guys come out of it.

"Safety" isn't a feeling, it's a condition (ie your either are safe, or you are not). People confuse this all the time, it's actually a real psychological condition, 50 years ago you had people from my country signing up to go back to a South East Asian warzone because coming back to 'the world' was "too scary".

No, they weren't actually safer in that South East Asian jungle than they were back home, they had just become accustomed to it's dangers, and they could see who the bad guys were whereas at home any old thug on the street could come up behind them and shank them for their wallet (the fact that this wasn't at all common in the 1960s didn't matter, the brain doesn't perceive threats based on relative chance). The the fact was, they were more likely to die in that jungle than they were at home...unless "home" was Detroit of course.

Every single player in this game is provably, mechanically safer in high sec than in null unless under a war declaration, that's just the truth. That physical safety is also scale-able too because of other mechanics too (see the various failed Incursion fleet smartbombing attempts, I was in a TVP fleet when one happened and didn't even get to half shields before CONCORD killed that INIT fleet).


I see what you did there. Trying to invalidate my argument by focusing on the supposed wrongness of my analogy. Cool story bro. It still stands, because there is no way of knowing if people in Times Square don't carry guns all the time. Albeit, in a concealed manner.

Hisec is no safer than lowsec or nullsec. Hisec is only as safe as players allow it. Barring a person being docked, no place is safe in this game. If ever player in hisec decided to gank, hisec would burn.

Hisec is crowded. You don't know where a possible attack will be coming from. You have to be on guard 100% of the time if you want to be 100% safe, which humanly isn't possible.

Concord and FacPo do not protect you. They show up after the fact and kill the criminal after he has committed his crime. Regardless if you survive or not, the results to the criminal are the same.

Since you want to bring up incursions, let's examine them and why ganks fail against them. Is it because you have logi and high tanks? No. It is simply because of game mechanics. When people try to gank incursion fleets, TiDi screws it up. Activating all those smartbombs on a grid filled with 100+ships, plus drones, plus rats; causes tidi, and inevitably causes the gank to fail. CCP could just permanently reinforce the nodes where Incursions occur and solve this problem. Then you would have those beautiful incursioner tears.
Vic Jefferson
Stimulus
Rote Kapelle
#213 - 2015-10-10 16:39:24 UTC  |  Edited by: Vic Jefferson
Malcanis wrote:
If hi-sec is "more dangerous" for miners than 0.0, why aren't hi-sec miners decamping en masse to such wonderlands of safety and unexploited ore as Curse, The Great Wildlands, Syndicate, etc?


You know the reason very well, and that is the illusion of safety in Hi Sec. Which is exactly the point of all this, people that think an area is safe are more likely to act as if it is true, and you see what good that does them.

I really can't believe people are having a hard time getting this. Mechanics wise, yes obviously null is much more dangerous, but in practice, more stuff dies per system of high. So which one really is more dangerous?

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

Aquilan Aideron
Wardecs go here
#214 - 2015-10-10 17:15:55 UTC
Hi CCP,

people are lacking enthusiasm and the miners are to blame for it all.

Just go along with the trolling and nerf Highsec already.

Love
Malcanis
Vanishing Point.
The Initiative.
#215 - 2015-10-10 17:22:40 UTC
Vic Jefferson wrote:
Malcanis wrote:
If hi-sec is "more dangerous" for miners than 0.0, why aren't hi-sec miners decamping en masse to such wonderlands of safety and unexploited ore as Curse, The Great Wildlands, Syndicate, etc?


You know the reason very well, and that is the illusion of safety in Hi Sec. Which is exactly the point of all this, people that think an area is safe are more likely to act as if it is true, and you see what good that does them.

I really can't believe people are having a hard time getting this. Mechanics wise, yes obviously null is much more dangerous, but in practice, more stuff dies per system of high. So which one really is more dangerous?


The last stats we had, which were quite a while ago, admittedly, showed that, per person, the ship loss rate in 0.0 is ~15x higher than in hi-sec.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#216 - 2015-10-10 17:23:39 UTC
Arthur Hannigen wrote:
Malcanis wrote:
If hi-sec is "more dangerous" for miners than 0.0, why aren't hi-sec miners decamping en masse to such wonderlands of safety and unexploited ore as Curse, The Great Wildlands, Syndicate, etc?

I'd venture to say it is because 0.0 mining requires a certain gameplay style that may be inaccessible or uninteresting to the bulk of high sec players; mainly team or group play. My guess is they rather take their chances than have to answer to a 'higher authority'. But don't take this to be more than just my opinion.


That gameplay style is called "watching local" and "intel channels", the two things that were dismissed as irrelevent.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Aerasia
Republic University
Minmatar Republic
#217 - 2015-10-10 18:11:01 UTC
Vic Jefferson wrote:
Here is a density graph:
http://i.imgur.com/strxrtx.png
Damn lies, statistics, etc.

I feel you analysis is missing something. Under a pure "ISK per system" danger rating you're ignoring per-capita losses. With that density graph the lone inhabitant of some backwater ratting system losing their 2B ISK carrier is "less dangerous" than the 40-odd inhabitants of a highsec system losing a pair of bling Mauraders. I imagine this might be why nullsec has such dominance on the low end of that chart: Highsec creates some enormous paydays, but null is far more dangerous to 'regular' people.
Jenn aSide
Soul Machines
The Initiative.
#218 - 2015-10-10 18:53:01 UTC
Estella Osoka wrote:


I see what you did there. Trying to invalidate my argument by focusing on the supposed wrongness of my analogy. Cool story bro. It still stands, because there is no way of knowing if people in Times Square don't carry guns all the time. Albeit, in a concealed manner.


Your argument is invalid on it's face, analogy has nothing to do with that.

Quote:

Hisec is no safer than lowsec or nullsec. Hisec is only as safe as players allow it. Barring a person being docked, no place is safe in this game. If ever player in hisec decided to gank, hisec would burn.


High Sec is provably safer than the rest of EVE. In the rest of EVE, super tanking your ship won't save you, eventually you die. In High sec is mathematically impossible to kill a super tanked proteus with a slave implant clone and sig reducing drugs clone and link before CONCORD will kill the aggressors. A fleet large enough to do that will trip up on the game's tidi mechanics.

I've spent years flying in high sec relying on it's mechanical safety, and then biggest thing I've lost to a gank in high sec has been a shuttle.

I wonder at the underlying need peole have to view up as down and left as right. The very idea (that The space with the magically spawning space police that will destroy your aggressors , thus saving you if only you live long enough for them to get there) is ridicules.

It's literally you saying that you are wetter standing in a desert than you are swimming in an ocean. It's stupid. last time CCP gave us numbers, they revealed that an individual pilot was 15 TIMES more likely to suffer a ship loss in null than in high. In what world is high sec safer?



Arthur Hannigen
#219 - 2015-10-10 18:58:55 UTC
Malcanis wrote:
Arthur Hannigen wrote:
Malcanis wrote:
If hi-sec is "more dangerous" for miners than 0.0, why aren't hi-sec miners decamping en masse to such wonderlands of safety and unexploited ore as Curse, The Great Wildlands, Syndicate, etc?

I'd venture to say it is because 0.0 mining requires a certain gameplay style that may be inaccessible or uninteresting to the bulk of high sec players; mainly team or group play. My guess is they rather take their chances than have to answer to a 'higher authority'. But don't take this to be more than just my opinion.


That gameplay style is called "watching local" and "intel channels", the two things that were dismissed as irrelevent.


It has very little to do with watching local or intel channels and more to do with logging in 2 or 3 hours a week and having to spend half of that time pleasing a corp/alliance boss. At that point it feels like a job. No thanks. I already have one of those. High sec is the area that offers me the opportunity to make the most out of my time quickly. Not because it's safe, but because it is convenient to my play style. At least this is how I personally feel. And I suspect there may be plenty of players out there that feel the same.
Jenn aSide
Soul Machines
The Initiative.
#220 - 2015-10-10 19:03:14 UTC
Vic Jefferson wrote:


I really can't believe people are having a hard time getting this. Mechanics wise, yes obviously null is much more dangerous, but in practice, more stuff dies per system of high. So which one really is more dangerous?


When CCP Quant made that devblog, some other people did the same thing, compared "deaths per system".

It was dumb, because they 'death per system" metric was the ONLY metric in which High Sec appeared more dangerous than other places. Per Capita High Sec is the safest place in EVE. Per total number of PVP kills high sec is the safest. etc etc. "Deaths per system" only works for high sec because it's the physically smallest part of EVE.

If you did the same thing and compared deaths per square mile, many places in America would look like they were more dangerous than Chicago Illinois . They aren't.


The thing (graphs) you are relying on Vic includes PVE deaths. It's been explained to you that this is misleading because most of those deaths are small ships belonging to starting players. Like Mal says, a null pilot is 15x more likely to lose a ship in null according to the last time CCP told us, and null is even more dangerous in terms of real PVE (while null only has 1/16th the total number of pve deaths as high, null pve loses tend to be pirate battleships, tech2 ships like hacs, T3 ships and CARRIERS as opposed to the leading ship class killed in high sec PVE, which are FRIGATES and noob ships).

You seem to be suffering from 'backfire effect'. Watching you post for years, I know you're better than this bro.