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CCP Fix the War Dec system

First post
Author
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#381 - 2015-12-29 23:11:52 UTC  |  Edited by: Scipio Artelius
Tyberius Franklin wrote:
Actually yes, I do. Well that or evade any aggression. Or just lose that capacity as soon as someone wants to take it. And that's just it. The moment someone wants to take it I lose it or have to respond. Period. Wardecs on the other hand? Unlike the person wanting to take my ability to mine or mission, or interfere with my trades for whatever reason, I have no means to deprive them of a war they've declared against me.

Anyone who claims those activities don't need defended while having suggested people fit smart, scout routes, be aware of their surroundings and have help moving large ships is being less than genuine when it suits them.

I think what Kaarous means is that there is no permitting mechanism up front to allow you to mine.

After all, the same guys that can try to interfere with your mining, could also go and interfere with anyone else in highsec, including wardeccers. Mining is not unique in that regard. All players need to be prepared to defend their choices.

However, there is no requirement in the game for you to go stake your claim in order to be permitted to mine.

This proposal wants to put such a system into place in order to allow legal aggression in highsec, when there's already a mechanism for legal aggression.
Kaarous Aldurald
Black Hydra Consortium.
#382 - 2015-12-29 23:12:23 UTC
Tyberius Franklin wrote:
Actually yes, I do. Well that or evade any aggression.


But you don't have to anchor a structure in a system just to turn on your mining lasers, do you?

Nor should you be expected to defend a structure just to access the basic mechanics of a particular playstyle. It's something that should be available to you regardless.


Quote:

Or just lose that capacity as soon as someone wants to take it.


False.

You don't lose the ability to mine just because you died. You can still mine, you can go right back out when you feel like it and turn on those mining lasers.

Dying once in a mining barge doesn't stop you from mining for a week, does it? Then why should losing one fight in a war stop you from having the mechanic?

Oh wait, I know the answer. Because you personally dislike wars and think they should have punitive mechanics applied to them. But never you, of course.

Hypocrite.

"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.

Joe Risalo
State War Academy
Caldari State
#383 - 2015-12-29 23:12:26 UTC
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

Wardecs are unbalanced in that they never have to be defended as is because there is no mechanism to deprive aggressors of them.


That's not unbalanced.

You don't have to "defend" your ability to mine, or mission, or trade. You just get it, because those are supported and intended playstyles. Just like wars.

You can shackle my playstyle to a useless structure when yours is shackled to one first.


Actually, you do have to defend those play styles.

When it comes to mining, you have to defend yourself from rats and other players.
In missions, half of what you do is defend yourself from the NPCs.. The other half is shooting them. But you also have to be prepared for other players.
In the case of trade, you defend yourself by competing over pricing and/or being proactive in monitoring prices so that you can grab the best sale prices and/or sell to the best buy prices.

In the case of all 3, the best defense is a good offense, in that the faster you are at mining out the good roids, the faster you are at taking down the NPCs, and the faster you are at monitoring and acquiring/selling goods, the less risk you put yourself at.
Joe Risalo
State War Academy
Caldari State
#384 - 2015-12-29 23:13:25 UTC
Scipio Artelius wrote:
Joe Risalo wrote:
The current mechanic is just broken in all kinds of ways.. So, I guess I should say we'd need to completely replace the mechanic as opposed to balancing it.

Sure and this could be done very easily, much more easily than the proposal in this thread.

1. Remove CONCORD
2. Remove wardecs

Job done.


ok... so basically no HS.
Hint, that was how Eve started, and it didn't work out too well.
Kaarous Aldurald
Black Hydra Consortium.
#385 - 2015-12-29 23:15:07 UTC
Joe Risalo wrote:

Actually, you do have to defend those play styles.


No, you don't.

You have to defend yourself. The playstyle does not require defending at all, in any way whatsoever.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#386 - 2015-12-29 23:15:25 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:
False.

You don't lose the ability to mine just because you died. You can still mine, you can go right back out when you feel like it and turn on those mining lasers.
You mean like you'd be able to declare a new war if you were deprived of one? Hypocrisy indeed.

Edit: Just so it's noted, I'm not in favor of lockouts for "destroyed" wars.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#387 - 2015-12-29 23:17:31 UTC
Joe Risalo wrote:
Scipio Artelius wrote:
Joe Risalo wrote:
The current mechanic is just broken in all kinds of ways.. So, I guess I should say we'd need to completely replace the mechanic as opposed to balancing it.

Sure and this could be done very easily, much more easily than the proposal in this thread.

1. Remove CONCORD
2. Remove wardecs

Job done.


ok... so basically no HS.
Hint, that was how Eve started, and it didn't work out too well.

Sure there'd still be highsec. Crimewatch would still apply and people would face security status loss, criminal and suspect flags, etc.

Players would then be able to police the safety of highsec. Anti-gankers for example would have a much more varied playstyle available to them because they could actually be proactive and provide defence.

There'd be lots of options for play.

Nullsec has no Crimewatch impacts.

It would certainly be a much more interesting proposal than this attempt to handcuff aggression in highsec.

As to that's how Eve started. Yeah I know and I thought it was fine.
Kaarous Aldurald
Black Hydra Consortium.
#388 - 2015-12-29 23:18:05 UTC
Tyberius Franklin wrote:
Kaarous Aldurald wrote:
False.

You don't lose the ability to mine just because you died. You can still mine, you can go right back out when you feel like it and turn on those mining lasers.
You mean like you'd be able to declare a new war if you were deprived of one? Hypocrisy indeed.

Edit: Just so it's noted, I'm not in favor of lockouts for failed wars.


If only you had to pay fifty million isk per week to be able to turn on mining lasers.

Then you might have a point.

"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.

Joe Risalo
State War Academy
Caldari State
#389 - 2015-12-29 23:18:41 UTC
Kaarous Aldurald wrote:
Joe Risalo wrote:

Actually, you do have to defend those play styles.


No, you don't.

You have to defend yourself. The playstyle does not require defending at all, in any way whatsoever.


Valid point...

That said, a wardec structure would not require you to defend your play style.
It would require you to defend a structure in order to retain aggressive actions against your target.

Basically, the current wardec mechanic is the equivalent of attaining SOV territory without actually going into null sec.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#390 - 2015-12-29 23:19:39 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:
Tyberius Franklin wrote:
Kaarous Aldurald wrote:
False.

You don't lose the ability to mine just because you died. You can still mine, you can go right back out when you feel like it and turn on those mining lasers.
You mean like you'd be able to declare a new war if you were deprived of one? Hypocrisy indeed.

Edit: Just so it's noted, I'm not in favor of lockouts for failed wars.


If only you had to pay fifty million isk per week to be able to turn on mining lasers.

Then you might have a point.
So we're back to "I paid isk for it so it should be guaranteed?" Can I apply that reasoning to my mining lasers? Actually, can I apply that to any consumable I buy? That would be great if I could avoid risk on anything I have with a pay per use mechanic.
Joe Risalo
State War Academy
Caldari State
#391 - 2015-12-29 23:23:13 UTC
Kaarous Aldurald wrote:


If only you had to pay fifty million isk per week to be able to turn on mining lasers.

Then you might have a point.


I had to pay for the ship... I had to pay for the corp... I had to pay for any structures I may have and the fuel to keep them going..

Does that then mean you can't stop me from having said items by destroying them/forcing them to fall apart?
Kaarous Aldurald
Black Hydra Consortium.
#392 - 2015-12-29 23:23:48 UTC
Tyberius Franklin wrote:

So we're back to "I paid isk for it so it should be guaranteed?"


No.

We're back to "you don't have to do a goddamned thing to keep your playstyle's existence available to you, so you have no grounds for suggesting that others should be handcuffed just because you don't like them."

When you have to anchor a structure in a system to mine at all, then we'll talk.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#393 - 2015-12-29 23:28:51 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

So we're back to "I paid isk for it so it should be guaranteed?"


No.

We're back to "you don't have to do a goddamned thing to keep your playstyle's existence available to you, so you have no grounds for suggesting that others should be handcuffed just because you don't like them."

When you have to anchor a structure in a system to mine at all, then we'll talk.
Yes I do, I can'y keep my "playstyle" without ships capable of executing whatever task I'm doing. Those ships are at risk whenever I'm doing it. Same as the idea of a war goal it only ends when someone successfully takes it from you. The difference only being wars are consumables, but again no other consumables get this special protection.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#394 - 2015-12-29 23:30:20 UTC  |  Edited by: Scipio Artelius
Joe Risalo wrote:
I had to pay for the ship... I had to pay for the corp... I had to pay for any structures I may have and the fuel to keep them going..

Does that then mean you can't stop me from having said items by destroying them/forcing them to fall apart?

I think you're confusing two separate issues here.

Going back to the point you acknowledged earlier that currently you have to defend yourself, but not your playstyle.

In the same way that you have to buy/make your ships, pay for your Corp and structures, wardeccers have all of those same things to pay for (if they choose you have a structure).

No one is unique in that regard. We are all the same and there is complete equity for all players.

Your proposal however just aims to put another system in place that they need to pay for and then increase costs.

It's just an attempt to nerf highsec aggression, when all of the tools already exist for defenders to fight back if they want. If they don't want, that's their choice and there is no need for nanny mechanics to protect them from their choices.

Wardecs aren't perfect, but the current state is far better than this proposal.
Kaarous Aldurald
Black Hydra Consortium.
#395 - 2015-12-29 23:31:55 UTC
Tyberius Franklin wrote:
Yes I do, I can'y keep my "playstyle" without ships capable of executive whatever task I'm doing.


Just like everybody else.

I really don't know why you think you're special.

Quote:

The difference only being wars are consumables, but again no other consumables get this special protection.


Also wrong.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#396 - 2015-12-29 23:39:38 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:
Tyberius Franklin wrote:
Yes I do, I can'y keep my "playstyle" without ships capable of executive whatever task I'm doing.


Just like everybody else.

I really don't know why you think you're special.
I don't. I'm quite clearly advocating wars be treated equally with other assets, including the possibility of loss. Though I fully understand your objection to that, as well as the fact that it's self serving.

Kaarous Aldurald wrote:
Quote:

The difference only being wars are consumables, but again no other consumables get this special protection.


Also wrong.
No, it really is quite right.

Edit: "Just like everybody else." is an interesting claim considering I can declare a war without ever boarding a ship or putting assets at risk in trade. The lack of any inherent war meaning makes such a dec no less legitimate than any other as well.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#397 - 2015-12-30 03:32:51 UTC  |  Edited by: Scipio Artelius
Yes, I know what your proposal is.

This shifts the ability to pressure for an end to a war away from players and onto the mechanics.

Kill the structure and the war ends. No choice for the attacker (even in a totally valid war by anyone's standard).

The choice currently sits with the attacker and that is removed with no single balancing mechanism the other way.

It's a straight nerf to attackers.

It's also a nerf to anyone that has restrictions to play in highsec because of lowsec pvp for example. The attackers can operate to protect that structure but the moment some outlaws come into highsec to end the war (eg. Because wars affect recruitment) they get attacked by faction police and so have to contend with Facpo as well as the other side in a area of the game they are totally disinterested in for the most part.

Tying cost into numbers also creates balance issues. Can the defender accept new Coro members after a war starts and if so, will the attacker receive a refund? If the defender can, can the attacker and will they pay more ISK to do so? If it's yes for both then you are saying that defends get free abilities to accept new members (since they pay nothing anyway) while the atta jets have to pay to change Corp membership. That would be totally unbalanced.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#398 - 2015-12-30 03:53:11 UTC
Scipio Artelius wrote:
Yes, I know what your proposal is.

This shifts the ability to pressure for an end to a war away from players and onto the mechanics.

Kill the structure and the war ends. No choice for the attacker (even in a totally valid war by anyone's standard).

The choice currently sits with the attacker and that is removed with no single balancing mechanism the other way.

It's a straight nerf to attackers.

It's also a nerf to anyone that has restrictions to play in highsec because of lowsec pvp for example. The attackers can operate to protect that structure but the moment some outlaws come into highsec to end the war (eg. Because wars affect recruitment) they get attacked by faction police and so have to contend with Facpo as well as the other side in a area of the game they are totally disinterested in for the most part.
The thing about your last example is that they are still better off with the war structure than without. Being hampered by sec status would make taking advantage of the war structure problematic, but at the same time possible, where current mechanics do nothing to allow them to directly address the issue with their guns if it's just a nuisance dec to mess with recruitment.

Also how is there no choice for the attacker? They would have the choice of defending their was structure. Successful destruction is dependent on player actions on both sides, so while mechanically determined it's players who decide which mechanics prevail.

Exactly like arbitrarily declaring a war and allowing it to expire or using the surrender mechanic. In fact it's all mechanical when you get down to it, and just players manipulating those mechanics. The only difference is giving defenders as much say into which rules get invokes for the war itself by allowing them to actually overcome the attackers in a meaningful way.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#399 - 2015-12-30 04:07:29 UTC  |  Edited by: Scipio Artelius
Tyberius Franklin wrote:
Scipio Artelius wrote:
Yes, I know what your proposal is.

This shifts the ability to pressure for an end to a war away from players and onto the mechanics.

Kill the structure and the war ends. No choice for the attacker (even in a totally valid war by anyone's standard).

The choice currently sits with the attacker and that is removed with no single balancing mechanism the other way.

It's a straight nerf to attackers.

It's also a nerf to anyone that has restrictions to play in highsec because of lowsec pvp for example. The attackers can operate to protect that structure but the moment some outlaws come into highsec to end the war (eg. Because wars affect recruitment) they get attacked by faction police and so have to contend with Facpo as well as the other side in a area of the game they are totally disinterested in for the most part.
The thing about your last example is that they are still better off with the war structure than without. Being hampered by sec status would make taking advantage of the war structure problematic, but at the same time possible, where current mechanics do nothing to allow them to directly address the issue with their guns if it's just a nuisance dec to mess with recruitment.

Addressing the issue with guns is only one choice. It's not the choice of most.

Currently, like many we utilise denial of easy kills to cost the attacker ISK and so they gain nothing from the war and have to continue to pay to maintain it.

With a structure that needs to be destroyed, it's easier for an attacker to maintain a war for longer and to potentially influence a fight to occur that otherwise wouldn't, under conditions more favourable to them.

The current mechanics are better because we can just totally ignore the war and wait until it's done to begin recruiting again.

Quote:
Also how is there no choice for the attacker?

If the structure is destroyed, the war is over.

The game decides.

There is no choice in that for the attacker. The decision is removed under this mechanic from the attacker to the game code.

That is a nerf to attackers, who currently have total freedom as long as they continue to pay the fees.

Also on the difference in numbers being reflective of fees, it heavily favours defenders and the optimal strategy to respond to a war would be to kick all members from Corp in order to maximise the number difference and cost the attacker more ISK. That's hardly engaging play and kind of the opposite of socialisation that CCP have spoken about for the last couple of years.
Joe Risalo
State War Academy
Caldari State
#400 - 2015-12-30 04:12:43 UTC
Scipio Artelius wrote:
Yes, I know what your proposal is.

This shifts the ability to pressure for an end to a war away from players and onto the mechanics.

Kill the structure and the war ends. No choice for the attacker (even in a totally valid war by anyone's standard).

The choice currently sits with the attacker and that is removed with no single balancing mechanism the other way.

It's a straight nerf to attackers.

It's also a nerf to anyone that has restrictions to play in highsec because of lowsec pvp for example. The attackers can operate to protect that structure but the moment some outlaws come into highsec to end the war (eg. Because wars affect recruitment) they get attacked by faction police and so have to contend with Facpo as well as the other side in a area of the game they are totally disinterested in for the most part.

Tying cost into numbers also creates balance issues. Can the defender accept new Coro members after a war starts and if so, will the attacker receive a refund? If the defender can, can the attacker and will they pay more ISK to do so? If it's yes for both then you are saying that defends get free abilities to accept new members (since they pay nothing anyway) while the atta jets have to pay to change Corp membership. That would be totally unbalanced.


You've said yourself that they pay for a wardec in order to remove CONCORD and allowing them destroy the ships of their intended target.
The only thing the structure does is present a juicy target for the defender which attacking could have a positive outcome, and for the aggressor, it brings their targets out into the open so they can shoot them..

If the defender is unwilling to fight over the structure, then the aggressor goes about the wardec the same way they do now, only the corp folding and/or players dropping corp has a notable penalty.

As far as your question on the costs.
Well, my intent behind costs it to keep balanced numbers and allow skill to determine the victor, so it may be who of us to block recruitment all together, thus even further incentivizing fighting on the defender's part in order to open recruitment back up.

It also has the benefit of both defender's and aggressors monitoring/cleaning their members of innactives in order to reduce dec costs and/or reduce numbers to avoid having to face more aggressors with less active members.
It also incentivizes corps putting their corp office where they actually are, so when a war goes active, the structure isn't placed way outside of their reach. People will often put their office in say Jita, but live out of Sinq region, in hopes to confuse and aggressor and/or defender.

As far as a lowsec entity with bad standings, You're in lowsec... if they want to kill you, they have to come to you, which likely isn't going to happen with most deccers as it increases risks.
... And if you want to consider this a logistics issue, most low, null, and even WH entities use alts to transport goods, so it doesn't effect them.
If they're actually using assets within the entity, they're losing out anyway...