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A High Sec Manifesto

Author
Malcanis
Vanishing Point.
The Initiative.
#161 - 2011-12-15 14:17:00 UTC
Ishtanchuk Fazmarai wrote:

The FAIL stills is here: you're still shoving more PvP down the throat of people who chose to live in hisec.


When no more then a few systems out of 1200 in hi-sec or so can be actively contested in this way, then avoiding the effects should be pretty easy for those uninclined to participate.


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

Grath Telkin, 11.10.2016

Yuki 0nna
The White Rose Conventicle
#162 - 2012-01-05 04:27:16 UTC
The very notion that Hi Sec is broken in ways requiring fundamental "rethinking" and "restructuring," because it has evolved over years haphazardly beyond any "original" or subsequent plan or intent, is itself deeply suspect.

I would far prefer to continue to live long and prosper under CCP and CSM benign neglect than to be subject to any systematic "fix" for Empire Space devised by those who no longer deign to live there.

But then, given the hodge-podge of frankly conflicting interests and activities of dedicated Empire residents, neither would I particularly relish being subject to any master plan for Hi Sec's reform emanating from us.

Plans, schemes, systems -- the vanity of ideation -- our very understandable itch to rethink and reform toward "the good" of consistency and sense are all too often the death of all that is rich, vibrant, and unpredictably productive in any lived realm, real or virtual.

It's an old post-structuralist slogan: "Desiring-machines only work when they break down, and by continually breaking down."

If CCP and CSM genuinely want to do something for High Sec, don't think, break it some more. Open that door in the Captain's Quarters to some form of walking in stations.

Failing that, hands off Hi Sec, or as the French have it, laissez-faire.
Nicolo da'Vicenza
Viziam
Amarr Empire
#163 - 2012-01-05 04:46:56 UTC
Malcanis wrote:



I'm finding it really hard to come up with a good wardec system that is difficult to exploit one way or the other. Terribad "griefing" is one side of the equation; cynical, cheap mechanics used to evade wardecs are the other.

I instinctively feel that simply docking up or not logging on should not be an unbeatable counter to a declaration of war; corps that pursue this strategy should lose something. But I'm finding it hard to quantify what that something should be.


remove npc corps; make people decable any and everywhere
Malcanis
Vanishing Point.
The Initiative.
#164 - 2012-01-05 06:23:02 UTC  |  Edited by: Malcanis
Yuki 0nna wrote:
The very notion that Hi Sec is broken in ways requiring fundamental "rethinking" and "restructuring," because it has evolved over years haphazardly beyond any "original" or subsequent plan or intent, is itself deeply suspect.

I would far prefer to continue to live long and prosper under CCP and CSM benign neglect than to be subject to any systematic "fix" for Empire Space devised by those who no longer deign to live there.

But then, given the hodge-podge of frankly conflicting interests and activities of dedicated Empire residents, neither would I particularly relish being subject to any master plan for Hi Sec's reform emanating from us.

Plans, schemes, systems -- the vanity of ideation -- our very understandable itch to rethink and reform toward "the good" of consistency and sense are all too often the death of all that is rich, vibrant, and unpredictably productive in any lived realm, real or virtual.

It's an old post-structuralist slogan: "Desiring-machines only work when they break down, and by continually breaking down."

If CCP and CSM genuinely want to do something for High Sec, don't think, break it some more. Open that door in the Captain's Quarters to some form of walking in stations.

Failing that, hands off Hi Sec, or as the French have it, laissez-faire.


I'm not sure from what you say exactly why you're against adding extra options. Very little of what I'm proposing would restrict or forcibly disadvantage anyone living in hi-sec.

Also, WiS isn't specific to hi-sec, nor would it "break hi-sec more". It's completely orthogonal to my manifesto and any sensible discussion of it.

Edit: And although Malcanis doesn't spend time in hi-sec, I have a total of 6 characters, some of whom spend all their time in hi-sec. Don't conflate the label with the person, mr post-structuralist poster.

"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.
#165 - 2012-01-05 06:27:25 UTC
Nicolo da'Vicenza wrote:
Malcanis wrote:



I'm finding it really hard to come up with a good wardec system that is difficult to exploit one way or the other. Terribad "griefing" is one side of the equation; cynical, cheap mechanics used to evade wardecs are the other.

I instinctively feel that simply docking up or not logging on should not be an unbeatable counter to a declaration of war; corps that pursue this strategy should lose something. But I'm finding it hard to quantify what that something should be.


remove npc corps; make people decable any and everywhere


And how does that fix the problem of corp-hopping, or simply logging off?

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

Grath Telkin, 11.10.2016

Yuki 0nna
The White Rose Conventicle
#166 - 2012-01-05 11:59:00 UTC
Malcanis wrote:

I instinctively feel that simply docking up or not logging on should not be an unbeatable counter to a declaration of war; corps that pursue this strategy should lose something. But I'm finding it hard to quantify what that something should be.

You "instinctively feel" that people should be compelled to make themselves available as fresh meat for you and your fellow predators, to the point that their time lost not logging on or not leaving station is insufficient punishment for their willful frustration of your needs.

Nice. And then you wonder that some who dwell in Empire Space might write tangential responses "completely orthogonal" to your precious manifesto "and any sensible discussion of it."

Malcanis
Vanishing Point.
The Initiative.
#167 - 2012-01-05 13:45:01 UTC  |  Edited by: Malcanis
Yuki 0nna wrote:
Malcanis wrote:

I instinctively feel that simply docking up or not logging on should not be an unbeatable counter to a declaration of war; corps that pursue this strategy should lose something. But I'm finding it hard to quantify what that something should be.

You "instinctively feel" that people should be compelled to make themselves available as fresh meat for you and your fellow predators, to the point that their time lost not logging on or not leaving station is insufficient punishment for their willful frustration of your needs.

Nice. And then you wonder that some who dwell in Empire Space might write tangential responses "completely orthogonal" to your precious manifesto "and any sensible discussion of it."


Did you miss the part where I specifically opposed the idea of forcing people into player corps? And I said that there should be a range of NPC corp styles avaialable to suit the requirements of the players, with the players able to choose their NPC corp affiliation?

I'm not going to waste too much time on your trolling, since such blatant selective quoting won't fool anyone who's read the thread, but for the sake of having you exposed on the same page just in case anyone else comes to this thread and is briefly misled by your out of context quote-mining; here's what I actually said:

Malcanis wrote:

I'm finding it really hard to come up with a good wardec system that is difficult to exploit one way or the other. Terribad "griefing" is one side of the equation; cynical, cheap mechanics used to evade wardecs are the other.

I instinctively feel that simply docking up or not logging on should not be an unbeatable counter to a declaration of war; corps that pursue this strategy should lose something. But I'm finding it hard to quantify what that something should be.

Contrariwise, spamming wardecs at 2 mill a pop, with no consequences if you bite off more than you can chew, should be equally penalised. War deccers should also have to put up some kind of stake, just as decced corps should have something to lose by not fighting.

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

Grath Telkin, 11.10.2016

Xorv
Questionable Acquisitions
#168 - 2012-01-05 20:46:15 UTC
Nicolo da'Vicenza wrote:


remove npc corps; make people decable any and everywhere


Or place all NPC corps into a new faction war system. If you're in an NPC corp you're automatically part of their wars with enemy NPC corps/factions and associated players.
Malcanis
Vanishing Point.
The Initiative.
#169 - 2012-01-05 21:22:20 UTC
Xorv wrote:
Nicolo da'Vicenza wrote:


remove npc corps; make people decable any and everywhere


Or place all NPC corps into a new faction war system. If you're in an NPC corp you're automatically part of their wars with enemy NPC corps/factions and associated players.



Again, I am against this as stated. We have NPC FW corps for people who want to be directly involved in FW. There should be a spectrum of possible choices of NPC corps, with corresponding advantages and risk/obligations. NPC corps that leave the members open to more PvP should also have better agents/facilities/tax rates/LP stores/etc.

But the whole point of the manifesto is that people should be allowed to choose their level of risk:reward*. There should be a wide spectrum of possibilities, with the FW militias at one end and the starter academies at the other. I believe that there should be a much more gradiated level of risk choices available for hi-sec players, allowing them to slowly and gently dabble in the life of the PvP-aware, high risk:high reward lifestyle rather than the current situation where they're basically pushed off a cliff.

*The FW LP stores are a good example of the kind of risk-specific reward I have in mind

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

Grath Telkin, 11.10.2016

Xorv
Questionable Acquisitions
#170 - 2012-01-05 23:10:52 UTC
Malcanis wrote:

Again, I am against this as stated. We have NPC FW corps for people who want to be directly involved in FW. There should be a spectrum of possible choices of NPC corps, with corresponding advantages and risk/obligations. NPC corps that leave the members open to more PvP should also have better agents/facilities/tax rates/LP stores/etc.


I think you could do what you want with what I suggested. You're safer deeper in your own faction territory and more at risk in the border regions and at high risk and disadvantage in enemy faction space. Just match the mission levels and mining opportunities to that risk gradient.

If you want to be able to utilize all of Empire space or be largely free of NPC politics you can join a player corp/alliance. Which should in turn be subject to wardecs from other player organizations without any artificial restraint.

I don't see the split being between safe High Sec and dangerous Null Sec. The divide ought to be based on High, Low, and NPC Null is driven primarily by NPC politics and lore, while Sov Null and WH space is primarily player driven politics. All that space should be subject to greater the risk the greater the reward.

Granted devil is in the details, but I think such an approach would achieve the same outcome that you yourself seek, plus it would fix faction war and inject more story and lore into the game. There's nothing in this for the "carebears" (consensual PvP only and high reward PvE types), but I think you agree they have no rightful place in a Sandbox MMORPG in the first place.

Malcanis
Vanishing Point.
The Initiative.
#171 - 2012-01-05 23:26:32 UTC
In an age of titan jump bridges and Orca ship hangars, there's no such thing as "deep in friendly territory"

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

Grath Telkin, 11.10.2016

Nullbeard Rager
Doomheim
#172 - 2012-01-06 03:03:10 UTC  |  Edited by: Nullbeard Rager
Xorv wrote:
Hi. I'm Xorv and I'm a Nullbear Ranger living a life of virtual danger...let me vomit more anti-carebear twaddle based on the fact that I think I'm a badass and better player because I live and play in the carebear paradise of sov null...in a game, you know, where there is zero actual risk but still lots of people like me consider themselves better players or in some way brave and heroic...you carebears have no business being here because you remind me of everything I am not outside of this game...


/yawn.Roll

Field of Trolls:  "If you chum it, they will come."

Tassemet
Aliastra
Gallente Federation
#173 - 2012-01-06 05:00:35 UTC
Quote:
I'm not sure from what you say exactly why you're against adding extra options. Very little of what I'm proposing would restrict or forcibly disadvantage anyone living in hi-sec.


Except your whole idea of a -1% to industrial related activities based on the security status in itself is a restriction that forces an unneeded bottleneck. You would be forcing people to move to lower security systems to stay profitable which is a FORCIBLE DISADVANTAGE. Either, don't profit to live in high security systems (not an option), or you FORCE everyone to move to compete.

And based off your proposals, what happens when nobody lives in 1.0 to .6 systems? Jita going to move, markets going to crash? What you're proposing is an end to industry as we know it, and to that point- an end to casual players, and economic juggernauts.

Your proposal sounds like a bad mix between socialism and communism. And I don't like it.
Malcanis
Vanishing Point.
The Initiative.
#174 - 2012-01-06 07:02:05 UTC
Tassemet wrote:
Quote:
I'm not sure from what you say exactly why you're against adding extra options. Very little of what I'm proposing would restrict or forcibly disadvantage anyone living in hi-sec.


Except your whole idea of a -1% to industrial related activities based on the security status in itself is a restriction that forces an unneeded bottleneck. You would be forcing people to move to lower security systems to stay profitable which is a FORCIBLE DISADVANTAGE. Either, don't profit to live in high security systems (not an option), or you FORCE everyone to move to compete.

And based off your proposals, what happens when nobody lives in 1.0 to .6 systems? Jita going to move, markets going to crash? What you're proposing is an end to industry as we know it, and to that point- an end to casual players, and economic juggernauts.

Your proposal sounds like a bad mix between socialism and communism. And I don't like it.


I wrote out a long answer to this but our dearly beloved forum ate it. OTHER FORUMS DONT DO THIS CCP WHY DOES YOURS?

The tl;dr is the incentivising isn't the same as FORCING, and that people who take the additional risk of operating in a 0.5 should also get some corresponding benefit. And finally, that different sorts of products have different characteristics that would make operating in a 0.1 or a 0.5 or a 1.0 the better choice for them. (eg: A 10% ME penalty is of no interest to someone building Navy Faction items, but better CONCORD security is a big deal for them.)

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

Grath Telkin, 11.10.2016

Temba Ronin
#175 - 2012-01-06 11:59:07 UTC
Malcanis wrote:
In an age of titan jump bridges and Orca ship hangars, there's no such thing as "deep in friendly territory"

You might be at risk from an invasion while deep in your null sov territory but i would venture a guess more people are subjected to random ganks in Highsec then in null sov space.

Here is why:

#1 you can attack everyone who does not belong when you see them without being concorded.

#2 you have the possibility of real jump gate security for known enemies who show up in sov null space with gate camps and/ or patrols.

#3 once you have detected an intruder you can bubble escape routes and try to hunt them down.

#4 unless they are a jump capable raider they are not going to get out once they have launched their first attack on a sov alliance member or asset and more then likely someone will get a killmail or 2 out of it.

#5 the highsec ganker has no worry of being podded in highsec so he can use his best implants to gain even further advantage.

#6 any ganker with even half a brain is going to choose the easiest kill and the game mechanics make that a highsec target.

#7 because of the unfair imbalance currently in the game the ganker knows the most he'll lose in highsec is his throw away
gank ship and a repairable dip in his sec status that is no obstacle to his freedom of movement in highsec really.

Nullbears have all these protective features that highsec players don't. Granted highsec players don't have to worry about a cyno drop on their heads but a war dec could place an attacking fleet at their door without concord intervention, plus far more ganking ships fly totally unmolested in highsec until they attack something.

Now i have great respect for the Null/ low sec warriors who risk as much as they attempt to get, they can lose their ships and get podded, they can get a killmail or end up a killmail, real risk and reward.

But the same thing doesn't happen in highsec, gankers only lose a throw away gank ship to get a killmail or 2 (ship & pod) and then they fly their pod to the nearest station for their 15 minutes of punishment time out an dock safely.

Upon further review clearly nullbears are far safer flying around in your sov null space then a carebear is flying around in highsec ..... and you think that is as it should be because .....?

The Best Ship In EVE Online Is "Friendship", Power To The Players!

Yuki 0nna
The White Rose Conventicle
#176 - 2012-01-06 17:15:25 UTC
Malcanis wrote:

The tl;dr is the incentivising isn't the same as FORCING, and that people who take the additional risk of operating in a 0.5 should also get some corresponding benefit.

When you subtract rather than add, it's called "penalizing" not "incentivizing."

You would penalize 1.0 production 10% and to a lesser extent every other security level, except Nullsec.

If you believe you can so easily persuade us to think down is up, that penalties are incentives, consider a public relations career with politicians who write tax code.

If penalties were not an exercise of force, not the very effective mode of aggregate compulsion you well know them to be, your plan would not work.

You say those who take greater risk in 0.5 space are entitled to greater reward. But it is you who would create those greater risks, complaining that there is not now an effective difference between 1.0 and 0.5 security.

You would champion the entitlement of a mouse to cheese in the trap you have set.

Your plan is not aimed at improving Hi Sec for Hi Sec players.

It is a squeeze play designed to remedy the unpopularity and underpopulation of Low Sec and Nullsec, by making life in Hi Sec less profitable and more dangerous.

But your ploy cannot fix what it does not address: the real problems in Low Sec and more so in Nullsec that lead approximately 80% of EVE players to prefer Hi Sec.

Try to force people to play your way, try to force them into Nullsec under the thumb and subject to the whims and intrigues of the Alliances that rule there, and all you will succeed in doing is squeezing more players out of EVE.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#177 - 2012-01-06 21:41:04 UTC
Tassemet wrote:
Quote:
I'm not sure from what you say exactly why you're against adding extra options. Very little of what I'm proposing would restrict or forcibly disadvantage anyone living in hi-sec.


Except your whole idea of a -1% to industrial related activities based on the security status in itself is a restriction that forces an unneeded bottleneck. You would be forcing people to move to lower security systems to stay profitable which is a FORCIBLE DISADVANTAGE. Either, don't profit to live in high security systems (not an option), or you FORCE everyone to move to compete.

And based off your proposals, what happens when nobody lives in 1.0 to .6 systems? Jita going to move, markets going to crash? What you're proposing is an end to industry as we know it, and to that point- an end to casual players, and economic juggernauts.

Your proposal sounds like a bad mix between socialism and communism. And I don't like it.

At values of 1%/0.1 sec status the change is hardly noteworthy. Those producing smaller items would be negligibly affected. Those producing larger items may very well feel compelled to move to lower sec systems to raise profit margins, but this should be considered working as intended. I'd genuine have to ask if you even know what the words communism and socialism mean to suggest a proposal like this fits them. As far as your doomsday scenarios, hubs exist because buyers go there with the expectation that they can get what they need there. Sellers bring their goods there because that is where the buyers are. Jits isn't supported by local production as is. The volumes produced there can never match volumes traded. Nothing of any significance would change from this alone.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#178 - 2012-01-06 21:45:41 UTC
Yuki 0nna wrote:
Malcanis wrote:

The tl;dr is the incentivising isn't the same as FORCING, and that people who take the additional risk of operating in a 0.5 should also get some corresponding benefit.

When you subtract rather than add, it's called "penalizing" not "incentivizing."

You would penalize 1.0 production 10% and to a lesser extent every other security level, except Nullsec.

If you believe you can so easily persuade us to think down is up, that penalties are incentives, consider a public relations career with politicians who write tax code.

If penalties were not an exercise of force, not the very effective mode of aggregate compulsion you well know them to be, your plan would not work.

You say those who take greater risk in 0.5 space are entitled to greater reward. But it is you who would create those greater risks, complaining that there is not now an effective difference between 1.0 and 0.5 security.

You would champion the entitlement of a mouse to cheese in the trap you have set.

Your plan is not aimed at improving Hi Sec for Hi Sec players.

It is a squeeze play designed to remedy the unpopularity and underpopulation of Low Sec and Nullsec, by making life in Hi Sec less profitable and more dangerous.

But your ploy cannot fix what it does not address: the real problems in Low Sec and more so in Nullsec that lead approximately 80% of EVE players to prefer Hi Sec.

Try to force people to play your way, try to force them into Nullsec under the thumb and subject to the whims and intrigues of the Alliances that rule there, and all you will succeed in doing is squeezing more players out of EVE.

Any incentive to one area becomes a penalty to other areas. Having incentives/penalties is the only thing that gives purpose to security status. Without that all of highsec becomes an even more homogeneous area than it already is.
Malcanis
Vanishing Point.
The Initiative.
#179 - 2012-01-06 21:59:37 UTC
Yuki 0nna wrote:
Malcanis wrote:

The tl;dr is the incentivising isn't the same as FORCING, and that people who take the additional risk of operating in a 0.5 should also get some corresponding benefit.

When you subtract rather than add, it's called "penalizing" not "incentivizing."



Well you can't have more than 100% efficiency, now can you?

If operations in 0.1 sec were to operate at 110% ME/PE, then that would have exactly the same effect with respect to relative efficiency as giving 1.0 a -10% and 0.1 a -1%. Similarly, even if you operate at a -5% penalty, it doesn't matter as long as everyone else does too; you aren't disadvantaged at all.

The main difference would be that total mineral/material would be reduced, and really the last thing that mining needs at this stage is yet another kick in the pants. My suggestion - and it was only an off the cuff example of the kind of gradiation I was talking about - would actually increase mineral demand a few percent, giving a nice little birthday present to the mineral extraction community.


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

Grath Telkin, 11.10.2016

Yuki 0nna
The White Rose Conventicle
#180 - 2012-01-06 22:35:04 UTC
Malcanis wrote:

Well you can't have more than 100% efficiency, now can you?

If operations in 0.1 sec were to operate at 110% ME/PE, then that would have exactly the same effect with respect to relative efficiency as giving 1.0 a -10% and 0.1 a -1%. Similarly, even if you operate at a -5% penalty, it doesn't matter as long as everyone else does too; you aren't disadvantaged at all.

The main difference would be that total mineral/material would be reduced, and really the last thing that mining needs at this stage is yet another kick in the pants. My suggestion - and it was only an off the cuff example of the kind of gradiation I was talking about - would actually increase mineral demand a few percent, giving a nice little birthday present to the mineral extraction community.


Don't try razzle-dazzle multi-hypothetical gibberish now to pretend that your proposal to progressively penalize -- fine, let's say, in one way or another -- High Sec production was somehow not meant to have real consequence or was actually just a wonderfully thoughtful gift to someone else.

Try addressing the core issue:

Yuki 0nna wrote:

Your plan is not aimed at improving Hi Sec for Hi Sec players.

It is a squeeze play designed to remedy the unpopularity and underpopulation of Low Sec and Nullsec, by making life in Hi Sec less profitable and more dangerous.

But your ploy cannot fix what it does not address: the real problems in Low Sec and more so in Nullsec that lead approximately 80% of EVE players to prefer Hi Sec.

Try to force people to play your way, try to force them into Nullsec under the thumb and subject to the whims and intrigues of the Alliances that rule there, and all you will succeed in doing is squeezing more players out of EVE.