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Wardec idea iteration on another idea

Author
Black Pedro
Mine.
#41 - 2016-01-10 19:47:14 UTC
Daichi Yamato wrote:
It only isolates defenders if aggressors are unable or unwilling to put in the effort to defend their playstyle. Like I say to other players who are unable or unwilling to defend their playstyle; too bad. HTFU. Adapt. Make friends. Etc.
No, it literally isolates a corporation from any aggressor who is unable to defend a structure from the combined effort of that corporation (and thus from the sandbox). Any corporation that can meet the N+1 threshold for the time it takes to win a beacon can make themselves immune from corporations smaller than themselves. That isn't a HFTU, or play better situation: it is just a "you are not large enough to win a single encounter against us so we are now immune to anything else you want to do by fiat" situation. That is terrible game design which leads to blobbing and stagnation, and what FozzieSov was trying to fix.

Ain't going to happen.

Daichi Yamato wrote:
I didnt come up with this mechanic deliberately to punish small deccers but when I realised they'd be nerfed more than others I didnt much care either. I dont think they need to be preserved in any special way. A direct contest between attackers and defenders that gives the chance for the defender to end the Dec early whilst at the same time putting them in the open for the aggressors is, by scipios definition, 'win win'.
I believe you when you say are not deliberating targeting small aggressors with you proposal. Yet, that is exactly what this proposal does. I am completely convinced that safety will never be given as a reward by CCP for highsec corps showing up to defend their resource-generating stuff. Keeping your stuff should be all the incentive that is required and is more in keeping with where CCP has been taking this game lately.

Game mechanics that by decree prevent conflict are not "win-win" in a sandbox game. It is just yet another evasion mechanism that players will use to avoid actual PvP and generate resources safe from their competitors, making the game more tedious and boring for all concerned.

You should look elsewhere if you truly want to make wardecs more fun and meaningful for all sides as this proposal is still-born from the game-design/sandbox perspective. Immunity from attack as a reward is just not on the table.
Daichi Yamato
Jabbersnarks and Wonderglass
#42 - 2016-01-10 20:22:59 UTC
Black Pedro wrote:
No, it literally isolates a corporation from any aggressor who is unable to defend a structure from the combined effort of that corporation (and thus from the sandbox). Any corporation that can meet the N+1 threshold for the time it takes to win a beacon can make themselves immune from corporations smaller than themselves. That isn't a HFTU, or play better situation: it is just a "you are not large enough to win a single encounter against us so we are now immune to anything else you want to do by fiat" situation. That is terrible game design which leads to blobbing and stagnation, and what FozzieSov was trying to fix.

Ain't going to happen.


The N+1 situation is reflected in every sandbox environment. I dont consider it a problem.

The sov changes and the entosis link had nothing to do with fixing any N+1 threshold. They have added the mechanic where several sites spawn in a constellation during an entosis competition to try and spread fights out, but this is still subject to the normal N+1 rules.

The purpose of the entosis link was to make sov entities defend their space. And if they didnt, then even the smallest group could take your space. But the whole mechanic is still designed to create a competition between the two groups. The entosis or initial structure bash is like the aggressor inviting the owners to defend their stuff. And combined with the jump drive changes, it becomes easier for a sov entity to over stretch themselves so they have to be more picky with what fights they take.

This is where the proposed war-dec by structure mechanic reflects the current sov changes very well. The purpose is to make war dec entities defend their dec. The defender can attack the aggressors structure and invite the owners to defend their stuff. And it is possible for war deccers to overstretch themselves so they have to be more picky with what decs they want to make.

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

Joe Risalo
State War Academy
Caldari State
#43 - 2016-01-10 20:49:20 UTC  |  Edited by: Joe Risalo
Black Pedro wrote:
Keeping your stuff should be all the incentive that is required and is more in keeping with where CCP has been taking this game lately.


Which is exactly why the dec mechanic doesn't work, as the best route to take in order to keep your stuff is to not play and/or avoid conflict.
The best method and most used method in wardecs is denial.
the aggressor will deny any counter-aggression presented by the defender by not undocking.
The defender will deny the aggressor any kills by not undocking.

How is not fight a good design?


Edit... Also, I would like to point out that many people believe (myself included, and likely you) believe that no player should play the game with the mentality of "keeping their stuff" but instead should take the approach of fight to keep or take out as much as you can before you lose your stuff.
This same mentality should apply to wardecs.

Quote:
Game mechanics that by decree prevent conflict are not "win-win" in a sandbox game. It is just yet another evasion mechanism that players will use to avoid actual PvP and generate resources safe from their competitors, making the game more tedious and boring for all concerned.


I would agree that any mechanic that prevents conflict is not good for a sandbox game; However, I will note that any mechanic to which aversion is the best strategy is also not good for a sandbox game. The only mechanic that falls into this category is the dec mechanic.

However, the structure based mechanic does NOT prevent conflict.
It incentivizes conflict in order to continue your dec, or end the dec.

Denying each other kills by not presenting yourself for kills isn't good for Eve.
However, denying the aggressor kills by willfully engaging for a chance to end the war, and getting kills in an attempt to retain your war... This is perfect for Eve.


Quote:
You should look elsewhere if you truly want to make wardecs more fun and meaningful for all sides as this proposal is still-born from the game-design/sandbox perspective. Immunity from attack as a reward is just not on the table.


I will agree that the idea of simply throwing a structure into the current dec mechanic is still-born.
There needs to be a complete rebuild of the dec mechanic around the structure in order to make it work.
You can argue that it's arbitrary, but if you wish to deny this change because of the arbitrary reliance on a structure, than you must continue that belief into all arbitrary aspects of Eve.
Structure based SOV, jump gates, POCOs, stations, soon to be Citadels, POSs, mobile structures, disruption bubbles, warp scrams and damps, and any other structure/module that is placed in game to arbitrarily allow other aspects of the game to exist and/or not be easily avoidable.
The aspect of player corporations in and of itself is an arbitrary mechanic to allow certain actions within Eve, to include NPC corps not allowing certain aspects.
As it sits now, the wardec itself is already an arbitrary mechanic, so crying about arbitrary changes to an arbitrary mechanic in a game filled with arbitrary mechanics is simply crying.

Now, as far as immunity, you're only as immune as the aggressor would allow you to be.
If they do not defend their structure from loss, they are allowing you to attain immunity.
If they aren't re-deccing you with another entity after you've won, they are allowing you to be immune.

This isn't like interceptors that allow you to be immune from bubbles without any player effort.
It isn't like recon cruisers that allow you to be immune to d-scan.
It's not like warp core stabs which can protect you from scrams.

The immunity gained from the mechanic is entirely based on the aggression taken by the players. It is in no way a benefit given, but is a reward earned.
If you cannot earn it, you cannot have it, and if you cannot deny it, you cannot stop it.


As it sits now, an aggressor in a wardec doesn't even have to undock and can still win the war simply because the defender cannot win the war.
Imagine if I could take you SOV territory just by saying I want to take your SOV, and putting a minuscule amount of isk towards doing so. This is a relevant representation of what the wardec mechanic allows.

I can attest to this because I've been on both sides of wardecs.
I've never lost a wardec that I started, nor even felt as if I had lost; and the only wardecs to which I've been the defender and felt as if I won were wardecs started by an individual that can only be explained as the worst player to exist in Eve ; But even then, the wardec did not end until he decided it did. Any other war to which an even mildly competent individual or group started never resulted in what myself nor other individuals would consider a win.

I would 1 man dec Marmite, CODE, and Pirate, to which even they would still have a marginal level of what can only be considered as fear, not because they are afraid of me, but because they're afraid of me catching that one pilot that wasn't paying attention, and they could do nothing about it because I will not meet them on their terms and can engage them whenever I want and they cannot stop me.
However, where those entities differ from others is that they have the benefit of intent.
They intend to be involved in wardecs, thus they have no structures, miners, mission runners, or any entities within corp/alliance that would be at risk of involuntary loss, to include a solo ship out on its own.
if all players in Eve followed this mantra, then there would be no point in ever wardeccing, as there wouldn't be anything to shoot at in HS unless you ganked.

Just because anyone can start a wardec and anyone can be a defender in a wardec doesn't mean that wardecs are fine.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#44 - 2016-01-11 02:10:41 UTC  |  Edited by: Scipio Artelius
Daichi Yamato wrote:
This is about corps who can defend themselves.

Yet it isn't.

Go back and read the OP and the follow up comments by the OP. It's about providing a mechanic that allows defenders a way out of a wardec. Pure and simple.

Wardecs serve one purpose in this game - they allow fighting in highsec without CONCORD or other Crimewatch consequences, so if you are a pvp focused Corp/Alliance, then the opportunity to fight freely in any area of space should be a welcome thing, not something to try to escape from.

Quote:
Its from making these corps that I got the inspiration.

What inspiration. You haven't posted a feature suggestion and certainly nothing balanced so that everyone whether miner, hauler, mission runner, pvper, etc. has options.

The only proposals that are ever made along the idea of a structure to shoot are based totally on putting mechanics into the game that allow one side to escape from the other side. They all dilute the need for player-to-player interaction.

Quote:
Did you not realise its possible to be both competent in PvP and have assets in space and noobs to take care of or something??

Yes. We pvp exclusively, have assets in space and a specific new player Corp to train new players in pvp before they join our other Corps.

The current wardec system actually works perfectly when we are a defender, because it gives us a great opportunity to teach our new players, within the context of what is otherwise highsec, how they need to behave to survive in nullsec with the rest of us.

There are lots of issues with wardecs, but the risk associated with pvp isn't one of them. That's a strength and there is no need to water that down by putting in a mechanic that won't work in the majority of cases, only for that to be used as the basis for the next call for nerfs to aggression and risk.

So if you are a pvp Corp and aggressors don't engage you, then there is no need to stand holding your **** for a week. Just go on playing the game and HTFU. Wardecs aren't an issue if you are a pvp Corp/Alliance.

Just get rid of CONCORD and then remove wardecs from the game. As a pvp Corp you'd be fine with that right? Or is it really that it's not pvp that structures are proposed, but really so highsec Corps can escape from aggression so they aren't at risk of being shot.
Black Pedro
Mine.
#45 - 2016-01-11 09:04:24 UTC
Daichi Yamato wrote:
The sov changes and the entosis link had nothing to do with fixing any N+1 threshold.
Of course it did. Ameliorating the N+1 and minimum group size problems that existed under the previous sov system is literally goal #3 as outlined by CCP Fozzie on the devblog after making sov more "fun" and "easy to understand". Any changes to wardecs are not going to make participation by smaller groups in wars impossible.

Ok, I'll try one last time. Forget wardecs. Imagine you are teaching Game Theory 101 and you ask your class to design an incentive structure for a PvP game to induce players to keep fighting each other. One of your students comes to you with the idea to reward beating your opponent with an immunity to attack from them. Do you pass this student? Pretty much any other answer would be more likely to produce continued conflict, rather than this proposal that by its very definition limits future fighting.

This is why CCP will never award safety and immunity to attack as an inducement to defend. There are plenty of other ways one can imagine to encourage both the aggressor and defender to undock and engage in PvP if that is your goal (useful and valuable structures being an obvious one), ways that do not by arbitrary game mechanics completely prevent the PvP you are trying to promote.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#46 - 2016-01-11 12:44:24 UTC
Daichi Yamato wrote:
This is about corps who can defend themselves.

Corporations that can actually defend themselves don't need a magic button that causes wars to end because they can, like you said, defend themselves.

This kind of mechanic would negatively effect the smallest and weakest end users of the war declaration system, such as corporations not dedicated to highsec PVP who are using the system to fight local rivals or gain control of structures as all it would take the defender is a batphone call to a mercenary like yours truly and 4 hours later the war would be over. In contrast alliances like mine, which can field powerful fleets at the drop of a dime and are experienced with structure attack and defense in high security space would enjoy practical invulnerability to wars declared against us and would almost certainly make money hand over fist ending peoples wars for them.

It benefits the many and the powerful, disadvantages the weak and the few, eliminates all possibility of guerrilla warfare and reinforces the monopoly on violence in highsec that highsec mercenaries like myself currently hold.
Frostys Virpio
State War Academy
Caldari State
#47 - 2016-01-11 13:35:31 UTC
Black Pedro wrote:
design an incentive structure for a PvP game to induce players to keep fighting each other.


This can't work in EVE unless you remove the "losses are meaningful" part of the system... One side will always want to cut their losses.
Joe Risalo
State War Academy
Caldari State
#48 - 2016-01-11 14:25:36 UTC
Black Pedro wrote:
.
Ok, I'll try one last time. Forget wardecs. Imagine you are teaching Game Theory 101 and you ask your class to design an incentive structure for a PvP game to induce players to keep fighting each other. One of your students comes to you with the idea to reward beating your opponent with an immunity to attack from them. Do you pass this student? Pretty much any other answer would be more likely to produce continued conflict, rather than this proposal that by its very definition limits future fighting.


Now, introduce PVE into the fray. The. Separate the kids by who would rather PvE and who would rather PVP.
Then, further separate the kids by who would be pure PVE, PVE with pvp on the side, pvp to which you want the least amount of risks possible, then pure pvp that wants massive fights to which you don't know who will win until it's over.
Then, introduce the concept that you had to earn what you fight with and its destroyed when you lose.

Now, you can ask them the same question, and very likely come out with a different answer.

Your example expressed here is that of a COD or BF concept which doesn't present the premise of involuntary pvp, loss, or the ability to run and hide.
Frostys Virpio
State War Academy
Caldari State
#49 - 2016-01-11 14:28:15 UTC
Joe Risalo wrote:
Black Pedro wrote:
.
Ok, I'll try one last time. Forget wardecs. Imagine you are teaching Game Theory 101 and you ask your class to design an incentive structure for a PvP game to induce players to keep fighting each other. One of your students comes to you with the idea to reward beating your opponent with an immunity to attack from them. Do you pass this student? Pretty much any other answer would be more likely to produce continued conflict, rather than this proposal that by its very definition limits future fighting.


Now, introduce PVE into the fray. The. Separate the kids by who would rather PvE and who would rather PVP.
Then, further separate the kids by who would be pure PVE, PVE with pvp on the side, pvp to which you want the least amount of risks possible, then pure pvp that wants massive fights to which you don't know who will win until it's over.
Then, introduce the concept that you had to earn what you fight with and its destroyed when you lose.

Now, you can ask them the same question, and very likely come out with a different answer.

Your example expressed here is that of a COD or BF concept which doesn't present the premise of involuntary pvp, loss, or the ability to run and hide.


You can run and hide in some mode in battlefield.
Kaarous Aldurald
Black Hydra Consortium.
#50 - 2016-01-11 14:38:59 UTC
Mike Voidstar wrote:

All that conflict is great when you are pressing the attack with nothing valuable at stake to lose, and your enemy has all the risk in any engagement.


Your usual outright lies. The attacker risks exactly what the defender does. They have the same thing at stake.

Their ships.

"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
#51 - 2016-01-11 14:42:49 UTC
Frostys Virpio wrote:
Joe Risalo wrote:
Black Pedro wrote:
.
Ok, I'll try one last time. Forget wardecs. Imagine you are teaching Game Theory 101 and you ask your class to design an incentive structure for a PvP game to induce players to keep fighting each other. One of your students comes to you with the idea to reward beating your opponent with an immunity to attack from them. Do you pass this student? Pretty much any other answer would be more likely to produce continued conflict, rather than this proposal that by its very definition limits future fighting.


Now, introduce PVE into the fray. The. Separate the kids by who would rather PvE and who would rather PVP.
Then, further separate the kids by who would be pure PVE, PVE with pvp on the side, pvp to which you want the least amount of risks possible, then pure pvp that wants massive fights to which you don't know who will win until it's over.
Then, introduce the concept that you had to earn what you fight with and its destroyed when you lose.

Now, you can ask them the same question, and very likely come out with a different answer.

Your example expressed here is that of a COD or BF concept which doesn't present the premise of involuntary pvp, loss, or the ability to run and hide.


You can run and hide in some mode in battlefield.


Yes, but you're not immune from dieing. If if you're in the furthest corner of the map, someone with a jet will likely still mow you down..
Joe Risalo
State War Academy
Caldari State
#52 - 2016-01-11 14:55:24 UTC
Kaarous Aldurald wrote:
Mike Voidstar wrote:

All that conflict is great when you are pressing the attack with nothing valuable at stake to lose, and your enemy has all the risk in any engagement.


Your usual outright lies. The attacker risks exactly what the defender does. They have the same thing at stake.

Their ships.


Here we go again with the 'lies' accusations.
The attacker does not risk exactly what the defender does, and the existence of that dec alone is proof of that.
They were chosen as a target because they were determined to be weak and had assets to which the aggressor wanted to destroy.
Your miners, mission runners, haulers, new bros, POS, POCO (if you have one), and soon to be Citadels.
They will not have ANY of these players or assets within their group.
If you see one of their pilots, he's flying a pvp ship, intended to catch one of your friends, and he likely has more on the other side of the gate.
If they don't want you to escalate, then you won't. If they do want you to escalate, you can be damn sure they know what you can potentially bring and have everything they need on the other side of the gate.

These deccers care more about their KB than any other player in Eve, so they will not engage in a fight they're unsure about winning, or could lose a high amount of ships.

Yoh can argue the ally mechanic balances that, but considering the aggressor is given a 24 hr heads up, it means nothing to them as they can still manage their losses.
As a defender, the only way to manage your losses is by not undocking.
Black Pedro
Mine.
#53 - 2016-01-11 15:10:19 UTC
Joe Risalo wrote:
Now, introduce PVE into the fray. The. Separate the kids by who would rather PvE and who would rather PVP.
Then, further separate the kids by who would be pure PVE, PVE with pvp on the side, pvp to which you want the least amount of risks possible, then pure pvp that wants massive fights to which you don't know who will win until it's over.
Then, introduce the concept that you had to earn what you fight with and its destroyed when you lose.

Now, you can ask them the same question, and very likely come out with a different answer.

Your example expressed here is that of a COD or BF concept which doesn't present the premise of involuntary pvp, loss, or the ability to run and hide.

Eve is a PvP sandbox game, not a PvE game as Daichi's signature reminds us: "The essential core concept of EVE Online is that it is full time PvP in a sandbox environment." (Section 7.1, New Plilot FAQ) The game is not balanced around "pure PVE" nor is that even possible in a PvP game. If you want to play a pure PvE game from CCP, go play EVE: Gunjack. Otherwise, you need to accept that Eve Online is a PvP sandbox specifically designed so players, and especially corporations, are always vulnerable to each other.

PvE in this game is only there so you make yourself vulnerable to other PvP players in exchange for resources. The sooner you accept this fundamental fact of the design of the Eve sandbox, the easier time you will have understanding why CCP will never offer immunity from PvP as an inducement to defend your stuff.

CCP is not going to hand out immunity to PvP to corporations as a prize for just playing the intended PvP game in this PvP sandbox.

Let it go. There are plenty of other inducements that can be imagined to allow defenders to put pressure on the aggressors to undock that don't involve locking out PvP from a PvP game.
Kaarous Aldurald
Black Hydra Consortium.
#54 - 2016-01-11 15:12:16 UTC
Joe Risalo wrote:

Here we go again with the 'lies' accusations.


It's not an accusation, it's a statement of fact.

He claimed that the attacker risks nothing and the defender risks everything. This is categorically untrue, the only way it would be true is if the defender is forbidden from fighting back, which is decidedly not the case.

He is a liar, trying to lie to justify a nerf to something he personally dislikes.


Quote:

As a defender, the only way to manage your losses is by not undocking.


And now you are lying, trying to portray the defender as helpless and lacking in options, which is completely untrue. They have MORE options than the attacker, and it is perfectly possible to engage in PvE while under a wardec even from groups as big as Marmite. I've done so on more than one occasion myself.

You are a liar, trying to lie to justify a nerf to something you personally dislike.

"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
#55 - 2016-01-11 17:41:25 UTC
Black Pedro wrote:

PvP sandbox specifically designed so players, and especially corporations, are always vulnerable to each other.


So true... It's almost as if being able to lose your wardec would make sense!


Kaarous wrote:
And now you are lying, trying to portray the defender as helpless and lacking in options, which is completely untrue. They have MORE options than the attacker, and it is perfectly possible to engage in PvE while under a wardec even from groups as big as Marmite. I've done so on more than one occasion myself.

You are a liar, trying to lie to justify a nerf to something you personally dislike.


Lol... I love when you call me a liar and suggest that I care only of personal interests...
As if you haven't been caught losing (without me projecting to find it) and very obviously entertaining your self-interests.
Black Pedro
Mine.
#56 - 2016-01-11 18:21:42 UTC
Joe Risalo wrote:
[quote=Black Pedro]
PvP sandbox specifically designed so players, and especially corporations, are always vulnerable to each other.


So true... It's almost as if being able to lose your wardec would make sense!

I don't understand. If the wardec ends then the corporations on both sides of the war are now invulnerable and are unable to shoot each other in a PvP spaceship game primarily about shooting each other. How does that make sense?
Joe Risalo
State War Academy
Caldari State
#57 - 2016-01-11 19:09:15 UTC
Black Pedro wrote:


I don't understand. If the wardec ends then the corporations on both sides of the war are now invulnerable and are unable to shoot each other in a PvP spaceship game primarily about shooting each other. How does that make sense?



See, you gotta understand where I'm coming from on this premise.

With a structure based mechanic (not a structure in the current mechanic) MY INTENT (I don't know about others) is to give everyone a reason to undock and fight.
I feel as if the wardec can be used as 2 fold.

1) Allow PVP in highsec without CONCORD intervention

2) INTRODUCE predominantly risk averse players to the fun of PVP, and allow the to see that losing a ship isn't always 'non-fun'.


If they're given an incentive that would entice them to fight, they may very well learn to fight.

It allows corps to become a stronger entity if they're willing to fight, while at the same time weeding out those entities (both deccers and defenders) that are unwilling to engage in direct combat.

See, if the defender wins the wardec, they may very well have ended the aggression of the deccer, and locking them out from deccing them again for a set amount of time, BUT it doesn't stop the deccer from pvp'ing them by either starting a new corp and/or ganking... HOWEVER, it has the added benefit of allowing the defender to know that THEY CAN WIN when it comes to pvp; Therefore, they may develop the longing for more pvp and begin to build their once carebear corp around the mentality pvp'ing. Whether that means wardeccing themselves, low roams once a week, gate camps in null, or even moving the entire corp out of HS.

Many carebears did not become this because it's what they enjoyed... They became that through interaction with other players, most likely through the use of a wardec, giving them the impression that Eve pvp isn't something that you can win until you're elite; thus they never make the effort to become 'elite' for a fear of all the loss leading up to that.


If you introduce them to pvp in a way that they feel is beneficial to them, they might come to enjoy it.


Now, it also has the added benefit of those corps that are already fully pvp capable to actually do something about the aggressor. Sure, they can fight them off with the current mechanic, but the odds are, they'll never be met with a situation in which to fight off the aggressor.
They will only show up when there's a target of opportunity, have massive amounts of intel through scouts simply because they themselves are safe in HS, and thus will not meet any defender aggression unless they feel they can win that fight.

Eve is supposed to be about taking risks.
However, no one is going to take the risks if there isn't anything to gain.
You likely wouldn't be getting wardecced if loot didn't drop and/or KMs weren't provided.
The defender already has no purpose for taking risks in a dec as in the vast majority of cases, aggression will be met with no response and/or have no effect on the war ending.

I know this because I was once that carebear.
I used to only join PVE focused corps and had quit corps due to prolonged wardecs.
However, after several years, I managed to get into the right corps that introduced me to pvp outside of HS, where winning was actually possible.
Now, I spend most of my time ratting and going out on roams with my alliance, deep in Nullsec.
I recently got a carrier KM, which was my first capital kill. Now I'm even more interested in pvp because I've seen what the results outside of a wardec can be.

I truly believe that if we change the wardec mechanic to be essentially an introduction into what PVP is like for the rest of Eve, we can get more players involved in PVP and in the game as a whole, thus increasing retention.
Sure, some players will have to give up their usage of the dec mechanic for KM farming, but I for one feel you should have to earn your KMs just like everyone else, as HS makes it all too easy.

Back on the premise of your question;
If players shoot have to shoot at each other in order to reach/ defend their objective, is this not a better outcome than everyone sitting around in stations?
Sure, the war might end and aggression not be allowed for a set amount of time, but that is all on how or if the two entities fight.
Daichi Yamato
Jabbersnarks and Wonderglass
#58 - 2016-01-11 22:55:01 UTC
Scipio Artelius wrote:

What inspiration. You haven't posted a feature suggestion and certainly nothing balanced so that everyone whether miner, hauler, mission runner, pvper, etc. has options.


Yes, yes i have.

Scipio Artelius wrote:

So if you are a pvp Corp and aggressors don't engage you, then there is no need to stand holding your **** for a week. Just go on playing the game and HTFU. Wardecs aren't an issue if you are a pvp Corp/Alliance.


Very disingenuous.
Its because we are standing around waiting for deccers to undock that allows some members to get on with the game, but still at a reduced capacity because we arent there with them. If the experienced members are not around (cause we do sleep), then their capacity to get on with the game is even further reduced. Sure we can say, go undock, go yolo. But its a waste of resources that teaches them very little.

Scipio Artelius wrote:

Just get rid of CONCORD and then remove wardecs from the game. As a pvp Corp you'd be fine with that right? Or is it really that it's not pvp that structures are proposed, but really so highsec Corps can escape from aggression so they aren't at risk of being shot.


As a capable corp we'd adapt and survive, we've dabbled in low sec and WH plenty. Doesnt change the fact that our members would gain from being able to end a dec early and/or force an engagement from the aggressors.

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

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#59 - 2016-01-11 23:01:03 UTC  |  Edited by: Scipio Artelius
Daichi Yamato wrote:
Doesnt change the fact that our members would gain from being able to end a dec early and/or force an engagement from the aggressors.

And this is really the core of the issue.

The claims that it's all about encouraging pvp are completely false. It's about the exact opposite. It's about reducing the risk of pvp.

I personally have no problem with suggesting changes to wardecs. I've tried to come up with an alternative to the current mechanics myself that still meets the existing purpose of wardecs while addressing the issues I can see in the system, but have failed.

However, proposing mechanics that provide a way to completely avoid conflict without even involving player-to-player interaction are just a straight nerf to risk; and are always proposed without a counter mechanic that also provides benefit to attackers. They are always about the concerns/issues/problems that defenders face. I hope CCP never change the wardec system to make it easier to avoid being shot at.
Daichi Yamato
Jabbersnarks and Wonderglass
#60 - 2016-01-11 23:09:44 UTC
Black Pedro wrote:
Daichi Yamato wrote:
The sov changes and the entosis link had nothing to do with fixing any N+1 threshold.
Of course it did. Ameliorating the N+1 and minimum group size problems that existed under the previous sov system is literally goal #3 as outlined by CCP Fozzie on the devblog after making sov more "fun" and "easy to understand". Any changes to wardecs are not going to make participation by smaller groups in wars impossible.

Ok, I'll try one last time. Forget wardecs. Imagine you are teaching Game Theory 101 and you ask your class to design an incentive structure for a PvP game to induce players to keep fighting each other. One of your students comes to you with the idea to reward beating your opponent with an immunity to attack from them. Do you pass this student? Pretty much any other answer would be more likely to produce continued conflict, rather than this proposal that by its very definition limits future fighting.

This is why CCP will never award safety and immunity to attack as an inducement to defend. There are plenty of other ways one can imagine to encourage both the aggressor and defender to undock and engage in PvP if that is your goal (useful and valuable structures being an obvious one), ways that do not by arbitrary game mechanics completely prevent the PvP you are trying to promote.


That was about structure time being too dependent on the amount of ships you have. You said this was about your one man band not being able to take on a fleet of defenders in a fight. The entosis nor any sov change addresses small v large gangs in a fight.

Yes i would pass myself. It uses the limit of fighting tomorrow as an incentive to fight harder and smarter (or just turn up) today. Where you say use a valuable or useful structure, its just not satisfactory because pure PvP corps will continue to use guerilla tactics and alt corps to pick off the stragglers. It gives no solid counter play for the defenders to take. Using half the corp to camp the deccers in whilst the other half play for a week is not enough.

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