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A High Sec Manifesto

Author
Jonathan Malcom
Center for Advanced Studies
Gallente Federation
#201 - 2012-01-08 03:47:52 UTC  |  Edited by: Jonathan Malcom
Oh, **** these forums in the goddamn face.

I just lost a novel.

TL:DR - Yuki, you're wrong. Whats best for the game isn't necessarily what makes everyone happy. **** is currently broken. These ideas would go a long way toward fixing it.
Zimmy Zeta
Perkone
Caldari State
#202 - 2012-01-08 09:36:32 UTC
CCP has announced that the next expansion should be focused on war.

Seriously, both Malcanis and Hans should run for CSM this year- I think people like you will be needed.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Scatim Helicon
State War Academy
Caldari State
#203 - 2012-01-08 22:58:39 UTC
Zimmy Zeta wrote:
Malcanis and Hans should run for CSM this year

Every time you post a WiS thread, Hilmar strangles a kitten.

Hans Jagerblitzen
Ice Fire Warriors
#204 - 2012-01-09 01:33:22 UTC
Oh man, where to begin. A lot of big ideas here to respond to! Apologies for the one-liner post before, I was on my cell phone and unable to unleash one of my typically verbose brain-dumps.

Yuki - Thanks for pointing out a detail that I did indeed overlook, though I think this further reinforces my intial reaction that you, along with Fazmarai and others here, are indeed adverse to the idea of combat encroaching upon a bubble zone in the middle of the map, so to speak.

One of the points I was trying to reinforce earlier is that the safety of an area does not always have to do with Concord or NPC ship protection. Yes, Jita could become a 0.1 security system under Malcanis plan, should the Gallente and Caldari militia wars rage that close. But the bottom line is that in the end, highsec has already demonstrated itself MORE hostile than a huge swath of 0.1 space and 0.0 space, so I don't understand why the numerical security status change of a system is cause for such alarm among highsec dwellers.

So many players are accustomed to freely moving goods through all three zones, high, null, and low in between, simply adjusting ship types, scout strategies, or trade routes to adjust for the varying degrees of the likelihood of attack along the way, which as I said, often has little to do with the security level of a system.

I guess the point I'm trying to make is that all of EvE is already more or less a war-zone. War is the engine that drives the need for everything the miners and industrialists produce. This is all one interconnected ecosystem of death, that benefits everyone the most when it churns often, and churns everywhere.

Deepening the mechanics and adding consequence to things like the Faction Warfare system, handing things like Customs Offices over to players to manage, these are huge steps forward if the goal is to make the sandbox more sandy. Development has and always will proceed in the direction of handing more control over to the players, which inevitability means that things that are not warred over today, will be warred over tomorrow. There is no stopping this.

This is why I heartily encourage those who enjoy PvE and Industry, mining, and manufacturing, exploration and peaceful diplomacy - to shed the tinfoil that highsec has provided for so long, realize that they are as unsafe there as in any other space, develop the tools needed to live and operate ANYWHERE in New Eden, stop blaming the PvP crowd for "ruining" a haven that doesn't really exist, and ultimately empower themselves to do even MORE of what they already enjoy, in many more places, and at even greater profit margins.

Jonathan Malcom - you deserve a medal. Your observations about the AI in this game are spot on. The sooner we blur the line between the way a ship is fit and used for PvE vs PvP, the more every pilot will be challenged, entertained, and empowered to experience more content and territory than ever before. CCP deserves praise for their work with Incursions and Sleeper upgrades, because finally EvE obtained PvE content on par with what the other MMO's have already been dishing out for years, gamers can handle a tough fight. I dont really see anyone defending the "tank an entire room and slowly dps ships one at a time" approach as being vasty more entertaining or fulfilling a way to make isk.

If EvE PvE prepares pilots for PvP as well, and enables them to enjoy a lot more of the game they might not otherwise have tried, the entire community benefits. Ultimately, the "PvE crowd vs PvP crowd" divide, or having an industrial player base that is uncomfortable operating in and around the conflict that fuels their sales to begin with, these are situations that divide communities and shrink the social fabric of the game, not expand and deepen it.

CPM0 Chairman / CSM7 Vice Secretary

Temba Ronin
#205 - 2012-01-09 07:44:53 UTC  |  Edited by: Temba Ronin
Hans Jagerblitzen wrote:
Oh man, where to begin. A lot of big ideas here to respond to! ..............
One of the points I was trying to reinforce earlier is that the safety of an area does not always have to do with Concord or NPC ship protection. Yes, Jita could become a 0.1 security system under Malcanis plan, should the Gallente and Caldari militia wars rage that close. But the bottom line is that in the end, highsec has already demonstrated itself MORE hostile than a huge swath of 0.1 space and 0.0 space, so I don't understand why the numerical security status change of a system is cause for such alarm among highsec dwellers.

So many players are accustomed to freely moving goods through all three zones, high, null, and low in between, simply adjusting ship types, scout strategies, or trade routes to adjust for the varying degrees of the likelihood of attack along the way, which as I said, often has little to do with the security level of a system.

I guess the point I'm trying to make is that all of EvE is already more or less a war-zone. War is the engine that drives the need for everything the miners and industrialists produce. This is all one interconnected ecosystem of death, that benefits everyone the most when it churns often, and churns everywhere. ........................

Ultimately, the "PvE crowd vs PvP crowd" divide, or having an industrial player base that is uncomfortable operating in and around the conflict that fuels their sales to begin with, these are situations that divide communities and shrink the social fabric of the game, not expand and deepen it.

Hans I found your post to be well written and thought provoking even though some of the things you stated as facts I did not quite understand or agree with.

I have been playing for over 8 months now and have lost one (1) ship to another player, because after about 6 months I thought I had to pass that milestone and get over the avoidance of death for an immortal pixelated character in an online space game, so I jumped into null sec into a gate camp in a rookie ship and was promptly podded. Cherry popped no big deal.

But I say that to say that your proposition that EVE benefits from death churning everywhere and churning often as an ecosystem of death has not been my experience.

I have contributed to the EVE economy by making and selling ships, mods, control towers, etc. I have bought or made just about every model of ship I have trained to fly not because they kept getting destroyed but because I wanted to experience their different capabilities.

I know quite a few other players who have similar gameplay experience that they enjoy. So the ecosystem of death accounts for less then one percent of the ships i alone personally own, which is why i would hope you might look at the ecosystem a little differently.

I think EVE is a lot of things to a lot of people and it should stay that way while always moving towards giving more control to and more options to the players.

As far as things that have not been fought over in the past being fought over in the future on this concept I think we have some common ground in principle but not in application. The bubble zone in the middle of the map should always be the safest sector of space, I said safest not absolutely safe. I disagree with your position that traveling thru highsec is more hostile than 0.1 and 0.0 space,to date I have never ever been bubbled by a gate camp in highsec and I fly thru them on a daily basis in null.

If you could give greater details on what you meant exactly perhaps I would better understand your point of view.

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

Hans Jagerblitzen
Ice Fire Warriors
#206 - 2012-01-09 09:53:01 UTC  |  Edited by: Hans Jagerblitzen
RAGE ALERT RAGE ALERT.

I just spend the last 20 minutes typing a response to Temba, but the forums ate it. I'm so pissed right now. This is ridiculous.

Anyways, I'll respond tomorrow, when I'm more rested and less angry. Evil Time for bed, I just don't have it in my soul to rewrite something I've already written at the moment....

No matter what browser I use, I get different errors too. There's a specific set of quirks to each one, and no matter what I use I forget which ones to avoid.

Seriousy, CCP, this should be community outreach gesture and development priority 101 - you can't take care of customer service when the place customers have to use their voices is so fundamentally broken.

CPM0 Chairman / CSM7 Vice Secretary

Mars Theran
Foreign Interloper
#207 - 2012-01-09 10:01:35 UTC
I was surprised to find I actually agreed with most of what was written in the 'Manifesto'.

Manifesto: Really, that is such a pompous description, as to be bad form.

Aside from my minor issue with your thread title, that lead me into this with a properly skeptical attitude; I found you actually hit on a number of ideas that are sound and, in paractice, potentially worthwhile.

Did disagree with a few statements.

Quote:
So given that only a small fraction of hi-sec players are the kind of player that hi-sec was designed for, what needs to change and for whom?


Really, my take on that is that these groups make up more than a small fraction. You might think otherwise, if you visit a place like Dodixie; but I could be wrong.

Frankly I would assume something like this:

1.) < 1%
2.) > 15%
3.) ~ 2%
4.) ~ 50%
5.) < 1%

The remaining would of course be Mercenaries and Pirates. This doesn't really take into account that many of them may be Alts of Nullseccers and Lowsec Players, or of course, the mercenaries and pirates themselves.

Truly, that is almost irrelevent; given the reason they fall into those categories is that those Alts are intended to be played in such a fashion.

Not important though. I just had a moment of shock and amazement that you might consider those 5 categories, less than 1/64 of EVEs playerbase, provided you and I think of small fractions in a similar fashion.

The other was your idea of running Level 5s in Highsec, in Lowsec Pockets. Guaranteed that has major flaws. First off, everybody and their rabid dog would be camped in the level 5 agent systems just waiting to gank Level 5 mission fits. It'd be worse than Lowsec.

Aside from that major point, and some doubt about your refining numbers, I'd say it's all good.
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Mars Theran
Foreign Interloper
#208 - 2012-01-09 10:30:02 UTC
And yes, believe it or not; I read everything.

0.0 needs attention for many reasons; not the least of which, is that it is becoming less attractive to those that live there. 80% of space should count for a greater than 10-20% of the game population. It being completely empty, save for a few localized clusters is extremely unusual.

It bears mentioning though; that NPC 0.0 does not have the same problem. This indicates that at least half the problem, is the 0.0 population, and not completely CCPs responsibility.

Also, the measuring of Sec status in Highsec, (and through Lowsec I believe), being too generic and poorly divided and defined. 1.0 should be secure space, with each 0.1 drop below that losing a measure of security; not just Concord response time. Perhaps Concord should only exist in 0.7 and up; with Faction Navys functioning below that, to 0.5.

This would of course, require systems in major trade routes to gain an increasing Security status. A highway if you will, safely guarded from one Empire to another; with no less than a 0.7 Security Status. Shifts like this can easily occur in geopolitical borders; so it is not hard to explain.

Personally, I think this would make EVE much more interesting; while allowing for a much more dynamic environment.
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Malcanis
Vanishing Point.
The Initiative.
#209 - 2012-01-09 14:02:10 UTC
Mars Theran wrote:
I was surprised to find I actually agreed with most of what was written in the 'Manifesto'.

Manifesto: Really, that is such a pompous description, as to be bad form.


http://en.wikipedia.org/wiki/Manifesto

"A manifesto is a public declaration of principles and intentions, often political in nature."

I don't see what's "pompous" about using exactly the correct word.

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

Grath Telkin, 11.10.2016

Hans Jagerblitzen
Ice Fire Warriors
#210 - 2012-01-09 15:47:47 UTC  |  Edited by: Hans Jagerblitzen
Temba Ronin wrote:
The bubble zone in the middle of the map should always be the safest sector of space, I said safest not absolutely safe. I disagree with your position that traveling thru highsec is more hostile than 0.1 and 0.0 space,to date I have never ever been bubbled by a gate camp in highsec and I fly thru them on a daily basis in null.

If you could give greater details on what you meant exactly perhaps I would better understand your point of view.


Thanks again for the kind words, Temba.

Since you asked me to clarify my position, I should explain that I’m not someone who’s out to see all of high sec burn with the fires of war, nor do I relish the thought of all of New Eden becoming some homogenous hostile space in terms of security.

Personally, I’ve always been a fan of consensual PvP in the sense that I’d prefer to live in an area where I have an abundance of known enemies to fight, who fight because they enjoy PvP not because they’re trying to avoid it at all costs and I want to see them suffer perversely . The industrials I have attacked before made the choice to fly through a clearly posted warzone and accepted that risk voluntarily. I think suicide ganks don’t really count as “PvP” as the target rarely fights back, nor am I impressed much with those that make that kind of gameplay their lifestyle.

This is as good a time as any to admit that my personal bias in all of this is being a pilot who has lived in the Hed constellation since I was about a month old, meaning that Amamake has always been part of my daily “commuter route”. As anyone can see from my killboard I’ve done a lot of stuff in lowsec that isn’t PvP (anyone else living in my area has a vastly higher kill count) meaning I’ve done my share of mining, hauling, manufacturing, in and out of high sec, through Amamake which is statistically the most dangerous system in the game.

Despite this “danger” I’ve never really felt as though I’m taking some huge risk to my operations , as a result of simply adapting my ships flown and piloting technique used, to almost completely mitigate the chance of attack. When I AM attacked, I almost always know the mistake I made, so in my experience, the only risks one is exposed to in lowsec are the ones you place yourself at by making in error in flying the wrong ship the wrong way through a gatecamp.

I don’t say any of this to boast, I don’t consider myself anything special in terms of skill, I’m just saying that those that stick to highsec because of a perceived fear of danger in lowsec need not be as intimidated by the thought of operating in lowsec as they might imagine. And a large number of highsec dwellers haven’t strayed beyond high sec before, its more to these folks that I’ve been speaking to. I’ve never come across an activity I could do in highsec that I couldn’t do for more isk / hour in lowsec with the *same* likelihood of losing a ship, provided I was paying attention to what I was doing.

CPM0 Chairman / CSM7 Vice Secretary

Hans Jagerblitzen
Ice Fire Warriors
#211 - 2012-01-09 16:00:21 UTC  |  Edited by: Hans Jagerblitzen
The reason I spoke in defense of Malcanis is not because I want to see all of highsec become like lowsec, anyone familiar with my work promoting Faction Warfare developments knows that I’m not out to see lowsec become a clone of null, and the same goes for highsec space as well. I certainly think there SHOULD be a safer zone in the middle of Empire space that is more or less static.

What I am open to, and intrigues me, are any changes that would deepen the role of players in how that safe zone is shaped. This includes the sec status of the systems themselves being somewhat fluid. But this is a two way street – let me give you an example.

Here’s what I think we should think about: Take, for instance, a sustained Goonswarm attack on a .5 system known for its ice belts. If this happened for any length of time, wouldn’t CONCORD (or players supporting CONCORD) spend the resources to relocate even more police to that area in response to the increased security threats?. I don’t see any reason why movements by players to threaten high sec couldn’t, through game mechanics, actually be reinforcing it in the long run. High sec could just as easily be buffered from becoming a complete cesspool through the efforts of a hostile player, without sacrificing the ability of players to influence just what “high sec” actually means. To me, high sec should be resilient and able to push back more against danger than it already is able to, but it should be at the hands of the players.

This is precisely why Malcanis included such tools as bounties, mercenary contracts, and a revamped war dec system in his vision for a high sec overhaul. He and I don’t agree on everything, but I do echo his desire for a security system designation that reflects player actions more than it serves to dictate them.

Ultimately, I would embrace a version of high sec that was even SAFER than it already is for players that desire it to be and had even MORE protection against ganks, if it was the result of high sec citizens investing in their own security. However, for far too long now high sec has remained a static, more or less meaningless progression of numbers that merely creates the illusion of safety.

I want to see more players empowered to do what they want, where they want. Fazmarai disagrees with me, of course, but its getting hard to sympathize when thread after thread I have offered every bit of advice and even my own in-game time to train them to avoid the attacks they claim prevent them from being able to profit or enjoy themselves. If Fazmarai still feels that they can't recoup losses they incurred while only living in high sec, and only running missions, its because they're not listening to advice, not because we're all a bunch of monsters hell bent on seeing the game turn into a prison yard for psychos.

CPM0 Chairman / CSM7 Vice Secretary

Malcanis
Vanishing Point.
The Initiative.
#212 - 2012-01-09 17:00:37 UTC
Hans Jagerblitzen wrote:


This is precisely why Malcanis included such tools as bounties, mercenary contracts, and a revamped war dec system in his vision for a high sec overhaul. He and I don’t agree on everything, but I do echo his desire for a security system designation that reflects player actions more than it serves to dictate them.


This more than anything summarises what I'd like to see in hi-sec PvP: more development on tools and mechanisms to allow the players to shape hi-sec to what they believe it should be, rather than watching helplessly while Mr CONCORD Man has all the fun. Bounty Hunting and Faction Warfare should become tools for players to make hi-sec "safer" from outlaws and hostile militia. Wardecs too, if anyone can come up with a plausible system.

Nullsec should be the place for FFA "anything goes" devil-take-the-hindmost PvP. That's why we have nullsec, after all. Hi-sec is the place for more structured, goal-directed fighting. That's not to say that it should all be chivalrous and consensual - EVE being EVE, there must always be a place for players to be the bad guy, and the option for people to engage in spying, suicide ganking, treachery, scamming, etc should and will always remain viable. But currently there are almost no tools enabling them to be the good guy.

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

Grath Telkin, 11.10.2016

Hans Jagerblitzen
Ice Fire Warriors
#213 - 2012-01-09 17:17:30 UTC
Malcanis wrote:
But currently there are almost no tools enabling them to be the good guy.



I'd even go so far as to say I'd be totally fine with areas of highsec becoming as safe as PvE-servers on traditional MMO's in terms of the frequency of uninvited ganks taking place there, if it were a result of players working together to bolster security or leverage extra penalties and pain upon entities like the Goons that encroach upon the trade hubs and resource networks.

What if, just as players can enlist as Faction warriors for the respective Empires, players could enlist as CONCORD agents? What if they could be paid to openly wage war on groups like the Goons that have made a mess of the local ice belts? What if players could "rent" CONCORD escorts (either NPC's or players themselves) to accompany them on mining excursions or freighter runs?

I think its perfectly fair for those that are career industrialists in highsec areas, moving between the trade hubs, to have as unlimited an ability to protect themselves physically from attack, as gankers currently have the freedom to attack them in the first place.

I want high sec to ultimately be seen as just as "end-game" a place to live and work and play as low and null are, but players need more tools at their disposal for this to truly fulfilled. The juvenile ganking antics that are collectively known as "PvP" in highsec are stale, boring, easily accomplished by noobs, and have little measures in place to stop them. I sympathize with the players who want to mitigate this factor of high sec life, its just a shame that when anyone talks about changing high sec to encourage more player influence and player freedom the knee-jerk reaction is to cry out that change will only mean more danger, not less.

CPM0 Chairman / CSM7 Vice Secretary

Arkon Olacar
black.listed
#214 - 2012-01-09 17:23:25 UTC
Malcanis wrote:

The original conception of hi-sec was that it was a safe-ish starting area for new players to find their feet in, get an idea for how the game worked and find a group to join before they headed out to the "real game" in lo-sec and null. I personally followed this path, and I think it's still valid and I would unhesitatingly recommend it to new players today.

However the idea that hi-sec is only a starting area, and can be balanced and structered as such, is glaringly wrong. And in fact it has been wrong since at least 2005. Or when level 4 combat missions were introduced to hi-sec. Or when Jita first topped 300 in local. Take your pick, but the "Just a starter area" paradigm has been dead for at least 5 or 6 years, and it's time we accepted that and looked at why, and how the conditions in hi-sec should be adapated to this evident, incontrovertible truth.


I completely agree with you here. The main reasoning behind you manifesto is sound, and I agree wholeheartedly with what you are, overall, trying to say. Many suggestions to nerf high sec into the floor to force people into low sec have been made as a result of this delusion people, mainly 'leet PvPers', have about high sec space.

BUT

The example changes you have used are not great. As an understatement. Which is a shame really, because the overall shift you are looking for seems like the way forward. We differ greatly on our opinion of how to solve this issue. Allow me to elaborate:

Malcanis wrote:
First of all I believe that system security level within hi-sec should mean much more than it does now. At the moment there is very little real difference between being in a 0.5 and a 1.0. A few seconds difference in CONCORD response, a few percent more or less agent rewards. There need to be qualitive differences as well as quantative ones. However there should also be more quantative ones as well, not just to mission running but also for activities like industry, refining and research.

There should be access to activities in 0.5 sec systems that aren't available in higher sec systems (more on this later), but there should also be risks in 0.5s that don't apply in higher secs. For example, some activities that are "CONCORDable" in a 0.9 might merit nothing more than a faction police response in a 0.5 (eg: shooting a can, attacking a POS).

As an example of quantative differences, suppose that all industrial, research and refining had a sec-based modifer applied after all other bonuses had been taken into account. Say -1% per sec level. This would mean for instance that refining ore in a 0.9 would have a maximum possible efficiency of 91%, but in a 0.5 you could get 95%. Likewise ship/module building production and material efficiency would be similarly reduced, so there would be an incentive to conduct these activities in lower sec systems where one can build faster and more efficiently at the cost of higher risk. (Alert students will note that this would also make quiet lo-sec systems more attractive for some industrial activities).


This sums up what I am trying to say nicely. You have a great idea for an overall shift in focus, namely to make a larger distinction between individual sec levels, and ruin it with a pisspoor (in my opinion) solution. "There should be access to activities in 0.5 sec systems that aren't available in higher sec systems" - great overall idea. " For example, some activities that are "CONCORDable" in a 0.9 might merit nothing more than a faction police response in a 0.5" - pisspoor solution. One of the defining features of high sec space is that it is free from pvp, with the exception of suicide ganking. This really should not be changed, unless you split off part of high and low sec and form a distinct 'mid sec' area, with a distinct set of rules as to what is and is not permissible without getting a CONCORD reaction.

"Suppose that all industrial, research and refining had a sec-based modifer applied" - yes, this sounds logical. " for instance that refining ore in a 0.9 would have a maximum possible efficiency of 91%, but in a 0.5 you could get 95%" - most definately not. That doesn't even make sense - why on earth would a small frontier outpost have a better set of refining facilities than the central, core systems such as Amarr itself? All this would do is force people away from high sec into the lower end of high sec/into low sec, something there is absolutely no need for. That simply reinforces the idea that high sec is for beginners only, something that we both agree is nonsense.

Malcanis wrote:
Thirdly there need to be opportunities for high-risk, high reward gameplay within hi-sec. As I mentioned before, Incursions are a step in the right direction here, as they greatly reward skillful co-op play. But there should also be opportunities for the guy who only has an hour to play in which he can take a risk for a big win.

One idea that occurred to me was: reintroduce level 5 missions to hi-sec, but make the mission deadspaces themselves lo-sec areas. This preserves the concept of level 5s only being available to those willing to risk PvP, but makes them easily accessible. We could also introduce 4/10 and 5/10 plexes which are nullsec within the deadspace. This would give the casual players a chance to experience the high-end PvE available, and also enjoy a little bit of thrilling danger.

This is just an off-the-cuff idea and will obviously need tweaking, but the basic principle is there: once we cast off the shackle of "no PvP in hi-sec", then we can add all sorts of options for players who like the hi-sec lifestyle without needing to imbalance the game. We can safely nerf the income of the "safe" styles while providing a whole spectrum of risk-reward accessible at will to give the experienced, skillfull players the chance to earn far better rewards.


(continued on next post)
Arkon Olacar
black.listed
#215 - 2012-01-09 17:23:50 UTC  |  Edited by: Arkon Olacar
This is where we both disagree. The whole point of having a security level is that it gives an indication of how pacified the area is, how tightly controlled the area is by the owning faction. This idea here completely goes against the fundamental principle of the security levels. There should not be that much risk in high security systems, because they have been pacified. "Giving casual players a chance to experience the high-end PvE" is no justification for completely shredding the core raison d'etre for high security space.

PvE combat requires enemy ships. In terms of Eve 'lore' (god I hate that word, but you know what I mean), enemy ships require lax security. In a similar way to real life, bandits require lax security. You did not find bandit factions in the suburbs of major cities throughout history, you found them in the rural farmland areas, in the mountainous areas - areas with little policing or military presence. Why should it be any different in Eve? If you want the top end high-risk, high-reward PvE combat, then high sec should not be the place to do it.

As I mentioned earlier, one of the defining features of high sec is that it is free from PvP, at least without a CONCORD reaction. These are not "shackles" as you claim, but the heart of high sec space. Trying to introduce PvP in high sec systems simply turns high sec into a watered down version of low sec, something which cannot be allowed to happen. At best, "casting off the shackle of "no PvP in hi-sec"" is simply a poor justification for forcing people into low sec; at worst, its just an excuse for 'leet PvPers' to change the entire game into low/null sec.

When it comes to industry, what needs to happen instead is a full integration of all three types of system, especially between high and low sec. I agree with the main point you are making here; there needs to be a sliding scale of security levels. Industry should not be 'low sec' or 'high sec' exlusively. A large scale industrial operation should spread across both areas of empire space to be truly efficient and profitable. There are already gameplay features, such as the asteroid distribution and the absense of rats in 1.0 and 0.9 space, which poke players in this direction.

Allow me to make a 'counter proposal' of sorts:


  • Move kernite and omber to low sec space only. This will remove isogen from high sec mining, forcing manufacturers to either relocate to low sec, or ship it to high sec for the more efficient manufacturing and refining facilities.

  • Add a modifier applied to the refining, manufacturing and invention time and efficiency levels based upon the security level of your sysytem - not just for high sec, but from 1.0 to 0.1. This modifier will be on a sliding scale, with all industrial activities being faster and more efficient in higher security levels. These two changes mean that for the larger and more expensive items, the ore will need to be mining in low sec/null sec space, and shipped to high sec space for refining and manufacturing. Much like real life.

  • Adjust CONCORD reaction times so that they react faster in the higher sec systems, but take longer to arrive in lower sec systems. This will make suicide ganking much easier to pull off in the low end of high sec, but much harder to pull off in the highest security systems.

  • Increase rat strength and numbers in the lower security systems, again on a sliding scale, so that rats in 0.6 are more noticeably stronger and more numerous than rats in 0.8.

  • Restrict agent levels based upon security level. In other words, no level 3 or 4 agents in the high end of high sec, only have level 3s from 0.8 and lower, and only have level 4s from 0.6 and lower.

  • Increase the system-based mission reward modifier, so that running missions in lower security systems produces far more noticeably greater rewards than running the same mission in a higher security system. This should be balanced by increasing the number (not type) of rats that spawn in mission complexes based on security level. This will allow players to 'tailer' the missions to their choosing, as well as providing another incentive to nip into a nearby o.2 system for mission running.


tl;dr

Getting people to change habits is all about carrot and stick psychology. Far too many suggestions (some are often butthurt 'leet PvPers') rely on nerfing high sec into the ground, making it only viable for newbies. Instead, incentives need to be offered to make certain activities more lucrative in low sec space, and other incentives to make other activites more lucrative in high sec space. This will make large scale industries integrate the two much more extensively than before, and generate much higher traffic between the two. Additionally, the distinction between 0.9 and 0.5 space should be much larger, but there should still be no permitted PvP in high sec space - suicide ganking being the obvious exception. Ganking should become easier in lower high sec space, harder in higher high sec space.

Sorry for the essay. Let me know your thoughts; but I would warn you, I haven't read all 11 pages of this thread, so the points I am making here may have already been discussed.
Hans Jagerblitzen
Ice Fire Warriors
#216 - 2012-01-09 18:14:08 UTC
Arkon Olacar wrote:
There should not be that much risk in high security systems, because they have been pacified. "Giving casual players a chance to experience the high-end PvE" is no justification for completely shredding the core raison d'etre for high security space.

PvE combat requires enemy ships. In terms of Eve 'lore' (god I hate that word, but you know what I mean), enemy ships require lax security. In a similar way to real life, bandits require lax security. You did not find bandit factions in the suburbs of major cities throughout history, you found them in the rural farmland areas, in the mountainous areas - areas with little policing or military presence. Why should it be any different in Eve?


It shouldn't. And this is precisely what's wrong with the current system that is entirely NPC-driven. These days, the "bandits "that threaten high-sec are NOT the angels, the guristas, the serpentis, or the blood raiders. They are Goonswarm, Goonswarm wannabees, and Hulkageddon participants. CONCORD is currently insufficient to prevent these entities from engaging freely in their gankery, much to the dismay of those that share your vision of a "PvP-free" highsec.

Quote:
As I mentioned earlier, one of the defining features of high sec is that it is free from PvP, at least without a CONCORD reaction. These are not "shackles" as you claim, but the heart of high sec space. Trying to introduce PvP in high sec systems simply turns high sec into a watered down version of low sec, something which cannot be allowed to happen. At best, "casting off the shackle of "no PvP in hi-sec"" is simply a poor justification for forcing people into low sec; at worst, its just an excuse for 'leet PvPers' to change the entire game into low/null sec.


PvP beyond just ganking has already always existed in highsec, through the war dec and the Faction Warfare system. If I travel into Amarr space, the militia and NPC presence alike are free to engage me without repercussions. This is a clear example of the long-standing presence of PvP in highsec, so I'm not sure I agree with your statement that "the defining feature of high sec is that it is free from PvP without a CONCORD response."

What if players could be paid by the wealthy denizens of highsec to assist CONCORD in their defense operations? Goonswarm would no longer just face a slap on the wrist following a gank, they'd face a group of armed security officers waiting for them at the undock when they emerge in their Brutix's and Thrashers, and miners could actually do something proactively instead of remaining victims. To do this though, we do indeed need to remove the "shackles" of a PvP-free high sec and allow for more of this kind of two-way player involvement in security efforts.

PvP in highsec can be consensual and commonplace, if players are brought in as part of security enforcement rather than only partcipating on the aggressing end.

Our corp already does this in Low Sec - since the POCO release we are allowing neutral highsec residents to pay us for blue status and a lower tax rate, and in turn they acquire a lucrative area of lowsec to exploit that is actively patrolled by the Minmatar Militia and kept clean of pirates. The result is a constellation that is actually safer to operate in than many areas of high sec.

Quote:
  • Adjust CONCORD reaction times so that they react faster in the higher sec systems, but take longer to arrive in lower sec systems. This will make suicide ganking much easier to pull off in the low end of high sec, but much harder to pull off in the highest security systems.

  • Quote:
  • Increase rat strength and numbers in the lower security systems, again on a sliding scale, so that rats in 0.6 are more noticeably stronger and more numerous than rats in 0.8.

  • Restrict agent levels based upon security level. In other words, no level 3 or 4 agents in the high end of high sec, only have level 3s from 0.8 and lower, and only have level 4s from 0.6 and lower.

  • Increase the system-based mission reward modifier, so that running missions in lower security systems produces far more noticeably greater rewards than running the same mission in a higher security system. [/list]

  • Much of this is just fine, though its really already more or less how the security status system already works. CONCORD does indeed respond slower in .5 than in 1.0, and lowsec mission (such as level 5's and Faction Warfare mission) do indeed pay out more than high sec.

    Obviously not anywhere to the degree you describe, but this is certainly an area that could use some attention. If nothing else, we all agree that highsec is too homogenous and meaningless in terms of the gradient from a .5 to a 1.0 and the gameplay available in one or another.

    CPM0 Chairman / CSM7 Vice Secretary

    Temba Ronin
    #217 - 2012-01-09 18:20:58 UTC
    Hans thanks for the detailed reply to my inquiry. I find that I really do not have much disagreement with the future of EVE gameplay in highsec as you succinctly framed it. I wholeheartedly support changes that are controlled by players making choices. Perhaps I did not understand that Malcanis was supporting this because of the difference in wordsmithing craft.

    I support the idea that player aggression, corp or alliance based, in highsec without a war dec should after some threshold trigger some type of bounty/ incursion sanction from Concord against the perpetrators, which mercs or other groups of players loosely aligned ala incursion fleets could choose to pursue.

    As a newer player I can tell you absolutely the biggest obstacle to more people venturing into lowsec and null is ignorance of proper fits and tactics, coupled with horror stories spun about massive gate camps and instant unprofitable death. It really has nothing to do with just being afraid to lose my ship. I accept that possibility every time I undock.

    Within a couple of months of sometimes vitriolic posts in the forums I learned more about playing in the larger portion of EVE then I did in the first six months of mostly highsec life with brief forays into lowsec and wh space. I hope instead of flaming highsec players more could be done to show us the ropes. Getting settled in nullsec or lowsec is not easily learned in a NPC or highsec corp.

    I think CCP could help by changing the initial pilot training regime to include getting blown up or self destructing VERY early in the tutorials, followed by, “That is the worst that can happen to you so man up and select your next ship” type of statement to concretely stamp into the new players head that getting blown up is just part of the game.

    Additionally I support the concept that player action could and should contribute to Concord responses to criminal activity. If a player continually ganks in highsec, or a corp interdicts commerce, after a certain threshold the player, corp, or alliance would suffer the consequences of Concord sponsored wardecs/ bounties that any other player, corp, or alliance could claim without hurting their sec status for podding the wanted criminals in any sector of New Eden. Of course the corp or alliance would have to get prior 24 hour notice and have the option to expel the member/s and avoid the consequence and the bounty would transfer to whatever player corp or alliance the wanted criminal was accepted into next staying on the wanted dead or alive list for a minimum of 90 days for criminal activity in 1.0 space and a graduated scale down to 18 days for 0.5. Conditional upon players contributing to the bounty Concord would offer. So player choice and player actions would be the driving forces behind any possible consequences of criminal activity in Concord controlled space.

    I am not an expert game player so I readily accept any an all corrections or improvements to positions I offer in the forums. Power to the players!

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

    Hans Jagerblitzen
    Ice Fire Warriors
    #218 - 2012-01-09 18:21:39 UTC
    Arkon Olacar wrote:

    Sorry for the essay. Let me know your thoughts; but I would warn you, I haven't read all 11 pages of this thread, so the points I am making here may have already been discussed.


    No need to apologize :) This is a thread about big ideas, there's no one or two-sentence way to fully reflect on these kind of issues, and I personally enjoy reading all the good stuff being brought up by those on all sides of the debate. We've all written walls of text, those that have gotten this far in the thread are used to it and have the patience to read it all and respond.

    Eve needs more "big thinkers" like yourself and the others in this thread who have taken such great lengths to think creatively and propose new ways to expand and deepen our universe.

    CPM0 Chairman / CSM7 Vice Secretary

    Hans Jagerblitzen
    Ice Fire Warriors
    #219 - 2012-01-09 18:45:38 UTC
    Temba Ronin wrote:
    Hans thanks for the detailed reply to my inquiry. I find that I really do not have much disagreement with the future of EVE gameplay in highsec as you succinctly framed it. I wholeheartedly support changes that are controlled by players making choices. Perhaps I did not understand that Malcanis was supporting this because of the difference in wordsmithing craft.


    Well, lets be fair, nothing in this thread represents "the future of EvE gameplay" in that no one need fear that these things are actually coming to fruition soon. We are all merely just brainstorming and theorizing, nothing here is actually in the pipeline for development that I'm aware of. Hopefully that should temper some of the emotions that have been triggered so far.

    Quote:
    As a newer player I can tell you absolutely the biggest obstacle to more people venturing into lowsec and null is ignorance of proper fits and tactics, coupled with horror stories spun about massive gate camps and instant unprofitable death. It really has nothing to do with just being afraid to lose my ship. I accept that possibility every time I undock.


    You're off to an excellent start than, you'll go far in this game. If every pilot had your attitude we'd be in great shape. (Fazmarai, take note!) This is what I've expressed time and time again - the mystique about null and low is just that - ignorance about fits and tactics, combined with horror stories that represent worst-case scenarios and often involve pilot error - not the inherent quality of those regions that travel is a dice roll as to whether you'll make it through alive. There are also countless pilots like myself who will readily teach any players like you whatever it is you need to know to have fun, be safe, and explore all of New Eden as safely as possible.

    Quote:
    I think CCP could help by changing the initial pilot training regime to include getting blown up or self destructing VERY early in the tutorials, followed by, “That is the worst that can happen to you so man up and select your next ship” type of statement to concretely stamp into the new players head that getting blown up is just part of the game.


    Absolutely :) It should include not only your noobship being overwhelmed and destroyed, but a pilot's first podding as well!! The sooner we break new players' emotional connection to their ships, which are ultimately a disposable resource, the better we prepare them for the greater game in general, regardless of whether they go on to become a combat pilot or not.

    I know there are many who struggle with this, but the reality is that the hands-off, PvP / gank anywhere element to EvE Online remains one of the features that seperates it from every other MMO on the market. This is why I continue to defend it being a part of the game, even in highsec, despite refraining from suicide attacks myself. There certainly SHOULD be safe areas of space for players to live unfettered, but it should be because the players have a vested interest in making space that way, any arbitrary "green zones" that prevent attacks destroy both immersion and remove the very meaning and value from a game where almost everything can be destroyed.

    CPM0 Chairman / CSM7 Vice Secretary

    Malcanis
    Vanishing Point.
    The Initiative.
    #220 - 2012-01-09 18:49:48 UTC
    Arkon Olacar wrote:
    One of the defining features of high sec space is that it is free from pvp, with the exception of suicide ganking.


    This is precisely what I'm would like to see change, because the opportunities for non consensual PvP in hi-sec are essentially limited to ganking. There's very little else to do, because bounty hunting is a joke, war decs are so bad that it's not even funny, and FW is, as Hans will surely tell you, in a very poor state indeed.

    Hi sec is large, large enough for a variety of playstyles, and it seems like you're actually echoing those "L33t PvPers" you claim to decry by saying that hi-sec is "free from PvP" and therefore PvP is only for nullsec and lo-sec. I will never subscribe to that kind of playstle apartheid. The only reason that people have this massively, horribly mistaken idea that "high sec is free from PvP" is that 3 out of the 4 main options (suicide ganking, FW, wardecs, bounty hunting) are horribly broken. Hi-sec is not, was never meant to be and should not ever be "free from PvP". You are explicitly trying to limit the playstyle options available in hi-sec whereas I am all about trying to expand them.

    High sec can never be and should never be a "free from PvP" monty-haul wonderland. The open economy and single shard nature of EVE mean that can never be an option that can co-exist with a FFA and competitive low and null. However I believe that it is and should be possible for people who enjoy the hi-sec lifestyle of high population, easy access to markets to have access to player experiences currently confied to nullsec.

    If you want to ascribe an Twistedevil piwat gankerTwisted motivation to my manifesto, then I suppose it's this: I believe that a very large fraction of people who "hate" PvP actually hate the perception that it's one-sided, the deck is stacked against them, they'll invariably run into gatecamps as soon as they leave hi-sec and so forth. Giving them easy access to limited, optional, and above all convenient PVP-risk situations might help dispel that attitude, from a combination of getting used to risk and learning to deal with it more effectively. My eyes are on the prize of thousands of players feeling that a major aspect of the game previously denied to them is now accessible.

    Of course I want more things than that, but it'll do for this reply.

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

    Grath Telkin, 11.10.2016