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CCP Fix the War Dec system

First post
Author
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#341 - 2015-12-28 04:46:45 UTC  |  Edited by: Scipio Artelius
Joe Risalo wrote:
Scipio Artelius wrote:
Wardecs are a deterrent to conflict?

Two states:

1. No wardec declared
2. Wardec active

In situation 1. what conflict between the two Corps/Alliances is going to be deterred by 2. happening?


I guess you didn't understand what I meant.

Wardecs are intended to drive conflict.
We can ignore the semantics of whether it's intended to be purely non-consensual for this.


Given that wardecs are intended to drive conflict, they are more successful at deterring said conflict.
It doesn't matter what was going on before the Dec, as it isn't a factor.

You're seeing deter as if the definition is to stop or halt conflict, when deter means to discourage or prevent.

What was going on before the wardec has no effect on he mechanic itself "discouraging" conflict.

Sorry, where do you get the idea that wardecs are meant to drive conflict?

I know it's kind of thing we might all expect, but in terms of the game design, where does this come from as a basis for CCP including the mechanics?

The only thing I can find is this in the 2012 devblog from the last changes:

The system is not broken, it’s not useless (though underutilized) and it does what it’s supposed to do (allow people to fight legally in hi sec).

It would seem that CCP's view is that the wardec mechanics are there to allow legal fighting in highsec (which doesn't seem to require that both sides want to fight, just that fighting can occur).

Additionally, further in the devblog, CCP identify 3 aims of the changes:

Out of these speculations we came up with a few guidelines, which can be summarized as follows:

  • Tighten the war system, so it becomes clear how wars start, proceed and end.
  • Make war progression (i.e. how everyone’s faring) more visible, both for strategic and status reasons.
  • Make fighting wars a viable career path for dedicated mercenary corps.

The third being the most relevant in terms of why people might choose to fight.

I've never been able to find anything from CCP that claims the wardec system is supposed to drive conflict, only that is permits fighting (because of CONCORD and Crimewatch).

So it seems totally appropriate that wardec mechanics would be very asymmetric by design since they are designed to allow a group of players to attack another group without being Concordekenned or losing sec status.
Joe Risalo
State War Academy
Caldari State
#342 - 2015-12-28 04:50:03 UTC
Nevyn Auscent wrote:
Joe Risalo wrote:

What was going on before the wardec has no effect on he mechanic itself "discouraging" conflict.

So explain in simple words how it discourages conflict.
Because you didn't provide a single explanation in your post there, you simply said the same thing ten times.


It discourages conflict because it the best strategy for the defender is to deny the aggressor kills, while at the same time encouraging the aggressor to only hunt easy kills.
It basically means both side don't undock if they don't want to and/or don't have full control of the situation.
Nevyn Auscent
Broke Sauce
#343 - 2015-12-28 04:51:18 UTC  |  Edited by: Nevyn Auscent
Joe Risalo wrote:

It discourages conflict because it the best strategy for the defender is to deny the aggressor kills, while at the same time encouraging the aggressor to only hunt easy kills.
It basically means both side don't undock if they don't want to and/or don't have full control of the situation.

And do you believe this will remain true once citadels (& other structures) replace POS, which can no longer be pulled down to avoid a war?
Because I sure don't.

Also, the same is true to ganking, and is the exact response used in Null sec to a neutral entering system (or being seen within 5 jumps by the intel network). See a ganker, leave belt and dock. See a neut, leave anom & dock.
Joe Risalo
State War Academy
Caldari State
#344 - 2015-12-28 04:56:38 UTC
Scipio Artelius wrote:
Joe Risalo wrote:
Scipio Artelius wrote:
Wardecs are a deterrent to conflict?

Two states:

1. No wardec declared
2. Wardec active

In situation 1. what conflict between the two Corps/Alliances is going to be deterred by 2. happening?


I guess you didn't understand what I meant.

Wardecs are intended to drive conflict.
We can ignore the semantics of whether it's intended to be purely non-consensual for this.


Given that wardecs are intended to drive conflict, they are more successful at deterring said conflict.
It doesn't matter what was going on before the Dec, as it isn't a factor.

You're seeing deter as if the definition is to stop or halt conflict, when deter means to discourage or prevent.

What was going on before the wardec has no effect on he mechanic itself "discouraging" conflict.

Sorry, where do you get the idea that wardecs are meant to drive conflict?

I know it's kind of thing we might all expect, but in terms of the game design, where does this come from as a basis for CCP including the mechanics?

The only thing I can find is this in the 2012 devblog from the last changes:

The system is not broken, it’s not useless (though underutilized) and it does what it’s supposed to do (allow people to fight legally in hi sec).

It would seem that CCP's view is that the wardec mechanics are there to allow legal fighting in highsec (which doesn't seem to require that both sides want to fight, just that fighting can occur).

Additionally, further in the devblog, CCP identify 3 aims of the changes:

Out of these speculations we came up with a few guidelines, which can be summarized as follows:

  • Tighten the war system, so it becomes clear how wars start, proceed and end.
  • Make war progression (i.e. how everyone’s faring) more visible, both for strategic and status reasons.
  • Make fighting wars a viable career path for dedicated mercenary corps.

The third being the most relevant in terms of why people might choose to fight.

I've never been able to find anything from CCP that claims the wardec system is supposed to drive conflict, only that is permits fighting (because of CONCORD and Crimewatch).

So it seems totally appropriate that wardec mechanics would be very asymmetric by design since they are designed to allow a group of players to attack another group without being Concordekenned or losing sec status.


They don't come out and say it outright, but I dont understand how you can't see that they are one in the same.
If the mechanic allows you to legally pew pew, then it is intended to drive conflict as a result.

Though, I'm almost certain they said it at a fantasy or Vegas... Something like that.. It may have been Rise that said it?

Regardless of whether it was said or not, if the intent of the mechanic is to allow legal pew pew, then by nature it is a conflict driver.
Remiel Pollard
Aliastra
Gallente Federation
#345 - 2015-12-28 04:58:41 UTC
Joe Risalo wrote:
Nevyn Auscent wrote:
Joe Risalo wrote:

What was going on before the wardec has no effect on he mechanic itself "discouraging" conflict.

So explain in simple words how it discourages conflict.
Because you didn't provide a single explanation in your post there, you simply said the same thing ten times.


It discourages conflict because it the best strategy for the defender is to deny the aggressor kills, while at the same time encouraging the aggressor to only hunt easy kills.
It basically means both side don't undock if they don't want to and/or don't have full control of the situation.


So no one fights. Let me break it down for you: wardecs are taking place all the time, and there is plenty of conflict, so your argument is a moot point anyway. Additionally, what's being explained to you is that wardecs are a tool for enabling conflict, not driving it. The conflict driver is the reason for declaring war in the first place.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Joe Risalo
State War Academy
Caldari State
#346 - 2015-12-28 05:04:16 UTC
Nevyn Auscent wrote:
Joe Risalo wrote:

It discourages conflict because it the best strategy for the defender is to deny the aggressor kills, while at the same time encouraging the aggressor to only hunt easy kills.
It basically means both side don't undock if they don't want to and/or don't have full control of the situation.

And do you believe this will remain true once citadels (& other structures) replace POS, which can no longer be pulled down to avoid a war?
Because I sure don't.

Also, the same is true to ganking, and is the exact response used in Null sec to a neutral entering system (or being seen within 5 jumps by the intel network). See a ganker, leave belt and dock. See a neut, leave anom & dock.


That might be the case for the defender, in that it gives them something worth defending, but at the same time, they still cannot end the war without the consent of the aggressor and the aggressor themselves do not have to present a Citadel for the defender to bash.
So all Citadels are going to do is provide aggressors with more stuff to shoot at, and again, will not engage if they're afraid they might lose.

Not to mention, the citadel itself has no pull on what the aggressor does.
they can continue to go on about wardecs the same as they do now. IE blapping targets of opportunity and can completely avoid the citadel all together.
Therefore, the defender stays docked in the Citadel, and the aggressor stays docked in a station. Only now, large entities will become even more popular (thus a silent, indirect nerf to small deccers) in order to take advantage of the war mechanic to destroy shiny new structures without having to worry about the defender being able to end their war.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#347 - 2015-12-28 05:06:03 UTC  |  Edited by: Scipio Artelius
Joe Risalo wrote:
They don't come out and say it outright, but I dont understand how you can't see that they are one in the same.
If the mechanic allows you to legally pew pew, then it is intended to drive conflict as a result.

Not as far as I can see.

If it allows you to legally pew, then it allows one side at least to shoot the other without consequence from the normal highsec (and to a degree, lowsec) mechanics of punishment for aggression.

I would personally think the driver for conflict exists between people, not mechanics; based on what happens in lowsec and nullsec.

The Great War, the Fountain War, the Halloween War, the current conflict between Imperium CFC and "Voltron" (doesn't really exist, but just as a collective noun for the major lowsec entities in Essence/Black Rise), PL's invasion of Catch against Brave, the civil war between the Russian Alliances, etc., etc., etc.; how did these all happen in the absence of wardec mechanics?

The mechanics aren't needed to drive conflict in lowsec or nullsec. The drivers come from the people.

The only reason wardec mechanics are needed is to allow legal fighting in highsec. Drivers for conflict are present aside from that.
Joe Risalo
State War Academy
Caldari State
#348 - 2015-12-28 05:09:31 UTC
Remiel Pollard wrote:
Joe Risalo wrote:
Nevyn Auscent wrote:
Joe Risalo wrote:

What was going on before the wardec has no effect on he mechanic itself "discouraging" conflict.

So explain in simple words how it discourages conflict.
Because you didn't provide a single explanation in your post there, you simply said the same thing ten times.


It discourages conflict because it the best strategy for the defender is to deny the aggressor kills, while at the same time encouraging the aggressor to only hunt easy kills.
It basically means both side don't undock if they don't want to and/or don't have full control of the situation.


So no one fights. Let me break it down for you: wardecs are taking place all the time, and there is plenty of conflict, so your argument is a moot point anyway. Additionally, what's being explained to you is that wardecs are a tool for enabling conflict, not driving it. The conflict driver is the reason for declaring war in the first place.


Majority of wardecs have 0 ships lost because one or both entities will not engage.

Also, you wanting to pew pew is not the conflict driver, it's the incentive for conflict.
The wardec allows you to drive said incentive by removing concord.

We can sit here and argue the semantics of whether it's a conflict driver or not, but it won't matter as its apparently a matter of opinion.

Having said that, the point is that we can get more conflict and more enjoyment for a mechanic that incentivizes fighting.
Nevyn Auscent
Broke Sauce
#349 - 2015-12-28 05:13:14 UTC
Joe Risalo wrote:

That might be the case for the defender, in that it gives them something worth defending, but at the same time, they still cannot end the war without the consent of the aggressor and the aggressor themselves do not have to present a Citadel for the defender to bash.
So all Citadels are going to do is provide aggressors with more stuff to shoot at, and again, will not engage if they're afraid they might lose.

Not to mention, the citadel itself has no pull on what the aggressor does.
they can continue to go on about wardecs the same as they do now. IE blapping targets of opportunity and can completely avoid the citadel all together.
Therefore, the defender stays docked in the Citadel, and the aggressor stays docked in a station. Only now, large entities will become even more popular (thus a silent, indirect nerf to small deccers) in order to take advantage of the war mechanic to destroy shiny new structures without having to worry about the defender being able to end their war.

Ok, so.... you want the defender to be able to force a war ended by doing damage?
I take it you also are going to allow the attacker to force a defender to pay a surrender bill by doing damage then?
It needs to work both ways if you want something to work.

The fact mutual wars end when the attacker stops paying is slightly intuitive, and I could see a change there, where you no longer declare a 'mutual' war but a 'counter declaration'. And a counter declaration runs a week from when you declare it (and can be renewed) and the cost is whichever would be the lower of your war dec costs & their war dec costs. So the price is the same both says.
That solves your complaint that the attacker can run away whenever they want and get a grace period in the middle before you can declare war on them.

And yes, Citadels are going to provide things to shoot at, but they also shoot back, and are valuable, so become worth defending with ships in space as well. If the attacker stays away from your citadel systems, well then you can keep doing what you do in those systems and warp to the cover of the guns if they enter your system. Provides more opportunities for ships to explode in general, seems great to me, and more reason for people to form larger corps in highsec to defend citadels against larger attackers. Also seems great to me.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#350 - 2015-12-28 05:17:38 UTC
Joe Risalo wrote:
Majority of wardecs have 0 ships lost because one or both entities will not engage.

Isn't this also a perfectly valid objective for one side going into a wardec?

Surely it's possible for a wardeccing group to decide their own objectives, which may not just be shoot the other guy.

Say a group of miners is in direct competition with another group and want to disrupt their activities. Shouldn't it be a totally valid reason to hire a merc Corp to declare war, just to disrupt the other group, even if that leaves them docked up in station.

That would seem like a success of the system, surely?
Kaarous Aldurald
Black Hydra Consortium.
#351 - 2015-12-28 05:23:39 UTC
Nevyn Auscent wrote:
Joe Risalo wrote:

Side note, even if I make the dec mutual, the aggressor still doesn't have to undock, I still can't end the war, and the aggressor still has full functionality to drop the Dev without any punishment.

Know something funny, the attacker can't end the war early either.


When I'm upvoting Nevyn, you know you messed up bad.

"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.

Nevyn Auscent
Broke Sauce
#352 - 2015-12-28 05:28:17 UTC
Kaarous Aldurald wrote:

When I'm upvoting Nevyn, you know you messed up bad.

Heh, yep. I may favour high security and systems that are fun for the ganked, and feel you specifically target those areas, but I'm not wanting to utterly destroy PvP either.
Kaarous Aldurald
Black Hydra Consortium.
#353 - 2015-12-28 05:47:39 UTC
Nevyn Auscent wrote:
Kaarous Aldurald wrote:

When I'm upvoting Nevyn, you know you messed up bad.

Heh, yep. I may favour high security and systems that are fun for the ganked, and feel you specifically target those areas, but I'm not wanting to utterly destroy PvP either.


Of course we specifically target those areas. Predators go where the prey are, it's really that simple.

But yeah, when you and I have common ground, that's when we know we aren't in Kansas anymore.

"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.

Remiel Pollard
Aliastra
Gallente Federation
#354 - 2015-12-28 05:52:24 UTC
Joe Risalo wrote:

Also, you wanting to pew pew is not the conflict driver, it's the incentive for conflict.


I got this far and realised this conversation is completely pointless with someone who declares the exact same thing as mutually exclusive.

Incentive for conflict = conflict driver. Go away.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Remiel Pollard
Aliastra
Gallente Federation
#355 - 2015-12-28 05:54:02 UTC
Kaarous Aldurald wrote:
Nevyn Auscent wrote:
Kaarous Aldurald wrote:

When I'm upvoting Nevyn, you know you messed up bad.

Heh, yep. I may favour high security and systems that are fun for the ganked, and feel you specifically target those areas, but I'm not wanting to utterly destroy PvP either.


Of course we specifically target those areas. Predators go where the prey are, it's really that simple.

But yeah, when you and I have common ground, that's when we know we aren't in Kansas anymore.


When someone makes a good point, says something demonstrably true that requires no elaboration, it doesn't matter who said it. The facts stand on their merits. If the evilest person in the world announces 2+2 = 4, he's not wrong by virtue of being evil.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

GoodGreyer Ayderan
University of Caille
Gallente Federation
#356 - 2015-12-28 18:25:31 UTC
Daichi Yamato wrote:
...isnt that penalizing for a dedicated ganking char.

But being forced to fly around in small disposable ships and never mission or mine again unless you grind hard in low sec is a game crippling penalty for anyone not dedicated to ganking (which used to be a thing before it was nerfed to buggery).




Make it another ISK sink.

If the community of players (or even one player) pays enough ISK in a system, then players below a certain security status cannot dock at stations there.



Frostys Virpio
State War Academy
Caldari State
#357 - 2015-12-28 18:42:00 UTC
Nevyn Auscent wrote:
Joe Risalo wrote:

Side note, even if I make the dec mutual, the aggressor still doesn't have to undock, I still can't end the war, and the aggressor still has full functionality to drop the Dev without any punishment.

Know something funny, the attacker can't end the war early either.


I've never been in charge of a corp and actually probably never been on the attacker side of a wardec so I'll just ask. Technically, you can disband/leave corp?
Donnachadh
United Allegiance of Undesirables
#358 - 2015-12-28 19:57:52 UTC
Frostys Virpio wrote:
I've never been in charge of a corp and actually probably never been on the attacker side of a wardec so I'll just ask. Technically, you can disband/leave corp?

Just an answer to a question asked. Essentially any player can leave a corp at any time they choose and that includes the aggressors. Some positions within a player corp have to wait out a 24 hour stasis period after quitting before they can actually leave the corp.
Daichi Yamato
Jabbersnarks and Wonderglass
#359 - 2015-12-28 21:42:40 UTC  |  Edited by: Daichi Yamato
GoodGreyer Ayderan wrote:
Daichi Yamato wrote:
...isnt that penalizing for a dedicated ganking char.

But being forced to fly around in small disposable ships and never mission or mine again unless you grind hard in low sec is a game crippling penalty for anyone not dedicated to ganking (which used to be a thing before it was nerfed to buggery).




Make it another ISK sink.

If the community of players (or even one player) pays enough ISK in a system, then players below a certain security status cannot dock at stations there.






Which is as bad as paying to prevent wardecs.

Would it be good game play if a community of players pays enough isk to stop players getting missions from agents or activating mining lasers? It would be an isk sink so it must be right?Roll

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Frostys Virpio
State War Academy
Caldari State
#360 - 2015-12-28 21:52:19 UTC  |  Edited by: Frostys Virpio
Daichi Yamato wrote:
GoodGreyer Ayderan wrote:
Daichi Yamato wrote:
...isnt that penalizing for a dedicated ganking char.

But being forced to fly around in small disposable ships and never mission or mine again unless you grind hard in low sec is a game crippling penalty for anyone not dedicated to ganking (which used to be a thing before it was nerfed to buggery).




Make it another ISK sink.

If the community of players (or even one player) pays enough ISK in a system, then players below a certain security status cannot dock at stations there.






Which is as bad as paying to otevente wardecs.

Would it be good game play if a community of players pays enough isk to stop players getting missions from agents or activating mining lasers? It would be an isk sink so it must be right?Roll


An ISK transfer to stop a war would probably actually be good. Hell have a portion of it return to the attacker since they obviously got nothing out of their dec.Attach a penalty to the corp paying it's way out of it so it's not just a meaningless isk transfer and you could potentially get to a system where a war would prevent corp bailing.

Hell make it on a per capsuler basis so anyone can pay his own way out while taking the hit attached to it ( forced CONCORD tax for X amount of time or until Y amount of ISK has been paid for example) and it just might work. You might be able to stop the corp dropping "game" if an option like that was available.

For the attacker, you could have the corp/alliance info include a counter of capsuler who "bent the knee", possibly with a tracking of the names too. Or not... Anyway, that's the basis of an idea right?