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What happened with war decs?

Author
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#181 - 2016-03-16 09:10:23 UTC
Black Pedro wrote:
Geronimo McVain wrote:
What deccing really needs is some way that the attacker can loose and is forced to stop the war.
No, this is the last thing this game needs - yet another way to isolate yourself from the risks of the sandbox while carrying on with your economy-altering grinding and/or industry.
The irony of this stance is that leaving defenders effectively powerless to affect any real goal in a war makes doing exactly what you say the game doesn't need the optimal solution in every conceivable manner.

They can't end the war, they likely don't care about the kills if they wanted out, so what is the obvious solution?
Black Pedro
Mine.
#182 - 2016-03-16 09:29:14 UTC
Tyberius Franklin wrote:
Black Pedro wrote:
Geronimo McVain wrote:
What deccing really needs is some way that the attacker can loose and is forced to stop the war.
No, this is the last thing this game needs - yet another way to isolate yourself from the risks of the sandbox while carrying on with your economy-altering grinding and/or industry.
The irony of this stance is that leaving defenders effectively powerless to affect any real goal in a war makes doing exactly what you say the game doesn't need the optimal solution in every conceivable manner.

They can't end the war, they likely don't care about the kills if they wanted out, so what is the obvious solution?
They have to defend their stuff. If they don't want to defend their stuff, then they lose it, but that then begs the question why are they in a corp if they do not care that much about their corporate assets to begin with?

Your goal as the defender is to keep your stuff just like pretty much every other player who is attacked everywhere else in this game. You are not powerless to do so.

Wars are completely optional to the player. You can drop to the NPC corp at any time and you should always be able to do so. But if you are benefiting from the bonus a structure or corporation provides, then you have the responsibility to defend it. While I admit there are some issues with the design, it is clearly a simple risk vs. reward like the rest of the game.

CCP is not going to give you another way to end a war. In fact they are in the process of taking one away (POS takedown). Honestly, I am amazed so many otherwise reasonable people suggest such an obviously sandbox-killing idea like it has any chance of being implemented. Making it absolutely impossible for a conflict to continue because one side wins a single battle makes no sense in a game about spaceship fighting and is completely counter-productive to the player-driven direction CCP Seagull is currently taking the game.

You are intended to be always vulnerable. Highsec is not suppose to be safe. Corporations are the competitive unit of Eve. These are truths that have been with the game since the beginning and CCP shows no signs of changing. Allowing you to benefit from being in a corporation, while being completely safe from your opponent because you blobbed a beacon clearly breaks these.

If you don't want to deal with wars, go to the NPC corp. If CCP wants to add a social corp or a societies mechanic so players can from social groups without the risk of wars (and without the benefits of a real corporation) I'll be one of the players clapping the loudest from the sidelines. But if you actually expect CCP to turn wars into a game of capture the flag that rewards one side with complete immunity to the other, you really don't understand what type of game you are playing, or what type of game CCP is trying to develop.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#183 - 2016-03-16 09:48:33 UTC  |  Edited by: Tyberius Franklin
Black Pedro wrote:
Tyberius Franklin wrote:
Black Pedro wrote:
Geronimo McVain wrote:
What deccing really needs is some way that the attacker can loose and is forced to stop the war.
No, this is the last thing this game needs - yet another way to isolate yourself from the risks of the sandbox while carrying on with your economy-altering grinding and/or industry.
The irony of this stance is that leaving defenders effectively powerless to affect any real goal in a war makes doing exactly what you say the game doesn't need the optimal solution in every conceivable manner.

They can't end the war, they likely don't care about the kills if they wanted out, so what is the obvious solution?
They have to defend their stuff. If they don't want to defend their stuff, then they lose it, but that then begs the question why are they in a corp if they do not care that much about their corporate assets to begin with?
Tax avoidance comes to mind as a corp asset that requires literally no defense. Same with "organizational benefits" as they can be easily ported to a new corp risklessly so long as they aren't static, in space assets. So if they can have it without defending it why would they defend it?

You can speak of the principle of defensive capability all you want, but doing so completely misses the point that without any impetus to do so it remains the least intelligent response to a war. And if you're not willing to turn wars into actual confrontations because you're overly attached to a week long timer so be it. I'm content with them being meaningless and wholly avoidable as well.

Beyond that the rest of your post is really just blustering about the realities of the game regardless of whether you are at war or not. None of those truths actually change even if wars as a whole were to go away.

The one exception is the idea that such wars are somehow less player driven than the current incarnation. That's just patently false. A war that ticks on to a mechanically driven end with no player interaction whatsoever is by definition less player driven that one determined by a fight.
Geronimo McVain
The Scope
Gallente Federation
#184 - 2016-03-16 09:48:41 UTC  |  Edited by: Geronimo McVain
Black Pedro wrote:
Geronimo McVain wrote:
What deccing really needs is some way that the attacker can loose and is forced to stop the war.
No, this is the last thing this game needs - yet another way to isolate yourself from the risks of the sandbox while carrying on with your economy-altering grinding and/or industry.

Wars need less ways to evade (Citadels are a step in the right direction) and more importantly, corporations need to have real benefits for their members so players want to be part of them, and want to defend them to protect those benefits. That will make wars more meaningful going forward. Vulnerable and useful structures (both belonging to the defender and the attacker), not increased safety, is the path to more meaningful fights in the future.


Right, but this bend both ways: Why can the attacker hole up when the defender even cares to pull together a fleet? You are forcing your playstyle on other player WITHOUT any means for them to stop it. They can hire mercs, you hole up because you stand no chance: where is the fun?

Just a little example: new feature: corps can get "minedecced": You need to mine more ore as the "attacker" or your weapon damag is halved. The attacker can keep it up indefinitely as long as he pays the weekly fee. Would you think that this is fair? Even if you take the hassle to actually mine more then the other corp you still can't get out.

You've got the same right to your play style as any mining corp has. Tell me: What is Nullsec/WH for? It's a playground for PVP without any consequences!

A war is not meant to neglect Concord, that is what Nullsec is for. It is meant to pitch corps against each other in a fight and a fight has a winner or looser. Both have to deal with the consequences of the outcome. Why can you hold on to the dec EVEN if the other corp trashes you? How can the defender force!!!! you to fight? If they bring twice your manpower you hole up and start hitting them when they get back to their normal routine. Guerilla tactics are good but they are frustrating to one side and this is a game that is meant to be fun to both sides. Being forced to play a style that you don't like with no way out except to disband the corp isn't my understanding of fun!

At the moment deccs are legale piracy in High Sec, nothing more. No glorious fight corp against corp but a way to make money IMHO in a way it wasn't meant to work.
Omar Alharazaad
New Eden Tech Support
#185 - 2016-03-16 10:06:36 UTC
War as a business model?
Imagine that.
People getting paid to do war with other people.
It's not even always about sploding ships either, though I DO love it when that happens.
Sometimes the motivation for a contract may be something more sinister.
Sometimes it's denial of access to trade hubs and pipes. There are specialists for this.
Denying a corp safe operations in a particular constellation or system also can happen.
Removal of space assets is popular.
And then there's the fear dec. Intended to keep a corp docked up for a week or so, effectively ending their operations until it's over.


War is actually a fairly versatile tool.
It is not, however, glorious. It shouldn't be.
And yeah, some mercs are pirates.
Some pirates are mercs.
Not all are both, however.

Come hell or high water, this sick world will know I was here.

Jonah Gravenstein
Machiavellian Space Bastards
#186 - 2016-03-16 10:11:33 UTC  |  Edited by: Jonah Gravenstein
Geronimo McVain wrote:
Black Pedro wrote:
Geronimo McVain wrote:
What deccing really needs is some way that the attacker can loose and is forced to stop the war.
No, this is the last thing this game needs - yet another way to isolate yourself from the risks of the sandbox while carrying on with your economy-altering grinding and/or industry.

Wars need less ways to evade (Citadels are a step in the right direction) and more importantly, corporations need to have real benefits for their members so players want to be part of them, and want to defend them to protect those benefits. That will make wars more meaningful going forward. Vulnerable and useful structures (both belonging to the defender and the attacker), not increased safety, is the path to more meaningful fights in the future.


Right, but this bend both ways: Why can the attacker hole up when the defender even cares to pull together a fleet? You are forcing your playstyle on other player WITHOUT any means for them to stop it. They can hire mercs, you hole up because you stand no chance: where is the fun?

Just a little example: new feature: corps can get "minedecced": You need to mine more ore as the "attacker" or your weapon damag is halved. The attacker can keep it up indefinitely as long as he pays the weekly fee. Would you think that this is fair? Even if you take the hassle to actually mine more then the other corp you still can't get out.

You've got the same right to your play style as any mining corp has. Tell me: What is Nullsec/WH for? It's a playground for PVP without any consequences!

A war is not meant to neglect Concord, that is what Nullsec is for. It is meant to pitch corps against each other in a fight and a fight has a winner or looser. Both have to deal with the consequences of the outcome. Why can you hold on to the dec EVEN if the other corp trashes you? How can the defender force!!!! you to fight? If they bring twice your manpower you hole up and start hitting them when they get back to their normal routine. Guerilla tactics are good but they are frustrating to one side and this is a game that is meant to be fun to both sides. Being forced to play a style that you don't like with no way out except to disband the corp isn't my understanding of fun!

At the moment deccs are legale piracy in High Sec, nothing more. No glorious fight corp against corp but a way to make money IMHO in a way it wasn't meant to work.
Something is bent, I think it's your logic.

Wardecs are indeed designed to negate Concord, you aren't required to use them to shoot at others without punishment in areas where Concord have no jurisdiction; which is everywhere that isn't hisec, thus making your claim that nullsec is there to negate Concord laughable, nonsensical and moot.

The term legal piracy is an oxymoron, piracy being a criminal act; if it was legal it wouldn't be criminal.Roll

For example:
When I steal your stuff at gunpoint it's armed robbery or piracy depending on the circumstances; this is a criminal act
When an official body, or an officially sanctioned/ licensed body, steals your stuff at gunpoint it's search and seizure; this is not a criminal act.

TL;DR learn how the game works before ejaculating your uninformed nonsense all over the forums.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Black Pedro
Mine.
#187 - 2016-03-16 10:19:40 UTC  |  Edited by: Black Pedro
Tyberius Franklin wrote:
Tax avoidance comes to mind as a corp asset that requires literally no defense. Same with "organizational benefits" as they can be easily ported to a new corp risklessly so long as they aren't static, in space assets. So if they can have it without defending it why would they defend it?
I fully expect the ability to tax to be moved into the Citadel at some point. Either as part of a revamp of wars or of corporations. You are right it makes no sense that corporations do not have to defend that major perk of player corps.

Looking into my crystal ball wars will completely focus on structures in the future. In that case, it probably makes sense to forbid wars against corporations without structures in-space as they will really have no benefits above the NPC corp.

Geronimo McVain wrote:
Right, but this bend both ways: Why can the attacker hole up when the defender even cares to pull together a fleet? You are forcing your playstyle on other player WITHOUT any means for them to stop it. They can hire mercs, you hole up because you stand no chance: where is the fun?
I agree, attackers should be encouraged or forced to use structures so there is something to counter-attack. That would provide more opportunities for content and put both sides on more equal footing of having to defend something or lose it.

But you will not get the right to stop the non-consensual violence against your corporation. It is the very kernel of this game whether you want to accept that or not. If you don't want to defend your corporation benefits, then just leave the corporation as the developers intend for you to do.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#188 - 2016-03-16 11:01:58 UTC
Here's what's happened to wardecs:

I've discovered a nest of bots. I reported them a week ago, but they continue to operate. I quietly dropped a wardec on one corp they were using and as soon as the war went live destroyed all three RNIs in the corp.

Within an hour the owner of the bots had disbanded the corp and made a new one. I responded by deccing every bot corp operating in the constellation (I've identified a number of them), including the new one. He's disbanded the new corp as well as another. I've got the capital to pursue this and inconvenience the bot owner for quite some time, but the fact that CCP continues to make it trivial for people to simply walk away from a war means that the mechanic needs to be improved on both sides.

Founding member of the Belligerent Undesirables movement.

Oxide Ammar
#189 - 2016-03-16 11:14:40 UTC
FloppieTheBanjoClown wrote:
Here's what's happened to wardecs:

I've discovered a nest of bots. I reported them a week ago, but they continue to operate. I quietly dropped a wardec on one corp they were using and as soon as the war went live destroyed all three RNIs in the corp.

Within an hour the owner of the bots had disbanded the corp and made a new one. I responded by deccing every bot corp operating in the constellation (I've identified a number of them), including the new one. He's disbanded the new corp as well as another. I've got the capital to pursue this and inconvenience the bot owner for quite some time, but the fact that CCP continues to make it trivial for people to simply walk away from a war means that the mechanic needs to be improved on both sides.


If you think that CCP gave you wardec feature to hunt what it looks like Bot Corp you must be playing the wrong game.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Baden Luskan
Freeworlds Collective
#190 - 2016-03-16 12:15:58 UTC
It's obvious, with the sheer number of war decs these alliances are throwing out, that they are abusing the war dec system to make high sec low sec. They do this for various reasons, all of which derive from killing easy targets (god forbid these high-sec pirates fight someone with weapons on their ships).

I believe that war-decs are a needed part of the game. It is a game mechanic that allows younger players, corps, and alliances in high-sec to engage in PvP while at the same time teaches them that you must protect any sand castles you build. that being said, the way it is often times used is garbage. CCP often states "risk vs. reward." In this case there is so little risk for these high sec greifers that it has lead to the abuses you see happening now with war-decs.

I see two ways to fix this: first is to add a multiplier to the cost of the war dec that is derived from the distance between two home stations. The further away a corp/alliance is away from a target's home station, the most the war dec should cost. This will penalize these groups for randomly war-decing groups with no other reason than to blow up ships going to trade hubs and avoid CONCORD's wrath.

Second, there should be a mechanic that penalizes alliance for having too many wars going on at once, and I don't mean monetarily. Any bureaucracy would notice an alliance is not just extremely blood-thirsty, but also using the writ of a war-dec to bypass CONCORD's laws. At the very least the bureaucracy would frown upon this group, and at the worst would banish them from their space. So, why not make it so. Have a stacking penalty timer like the one used for jump fatigue. If you declare too many war-decs too fast, the 4 factions of high sec, and even CONCORD, would start placing sanctions upon the alliance. From a warning to start all the way to faction ships at gates attacking the corp/alliance members and stations either refusing entry or firing upon these players.

Just an example, but if I were the person in charge of running the 4-4 station in Jita, I would consider bands of roaming pirates sitting outside my station as a severe problem. They would be reducing the generation of isk as their presence cuts into my taxes and possible business opportunities to make more taxes. The above mechanic would take this into account and apply consequences to the actions of players.

Applying these 2 fixes would go a long way towards making war-decs work as they were intended to be: a mechanic that allows neighbors to fight of resources as well as a way for corporation and alliance leaderships to get practice in managing wars. As it is right now, the mechanic is abused to the point where new corporations are bullied and extorted, trade hubs are camped for easy kills, and CONCORD is, in essence, paid to look the other way while pirates run amuck in high-sec.
Giaus Felix
Doomheim
#191 - 2016-03-16 12:40:58 UTC  |  Edited by: Giaus Felix
Baden Luskan wrote:
Any bureaucracy would notice an alliance is not just extremely blood-thirsty, but also using the writ of a war-dec to bypass CONCORD's laws.
Ummm, that's kind of the whole point of a wardec. The cost of a wardec buys you immunity from Concord response for a week if you stay within the pool of targets specified (the targeted corp)

Did you bother to read the whole thread before deciding to share your ignorance with us? Or did you post without thinking, while frothing at the mouth about the injustice of it all?

I came for the spaceships, I stayed for the tears.

Cara Forelli
State War Academy
Caldari State
#192 - 2016-03-16 12:44:27 UTC
Brokk Witgenstein wrote:
Doesn't chasing them out of "your" constellation count as a win too? What's the point of declaring war against people operating nowhere near you??

It's not your place to decide why people do what they do.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Black Pedro
Mine.
#193 - 2016-03-16 13:21:01 UTC  |  Edited by: Black Pedro
Baden Luskan wrote:
It's obvious, with the sheer number of war decs these alliances are throwing out, that they are abusing the war dec system to make high sec low sec. They do this for various reasons, all of which derive from killing easy targets (god forbid these high-sec pirates fight someone with weapons on their ships).
Pray tell, what is the correct number of wardecs that should be declared per month? And how did you arrive at this number? Should it be half of what it is currently? One-fifth?

In the last wardec devblog CCP said they thought wars were "underutilized" and then made changes to promote the proliferation of wars. I am sure there are things CCP would like to iterate on, but the fact that wars are occurring does not appear to be a problem for them. In fact, wars are very much an intended mechanic of this game that CCP was trying to facilitate with the last round of changes.

Baden Luskan wrote:
II believe that war-decs are a needed part of the game. It is a game mechanic that allows younger players, corps, and alliances in high-sec to engage in PvP while at the same time teaches them that you must protect any sand castles you build. that being said, the way it is often times used is garbage. CCP often states "risk vs. reward." In this case there is so little risk for these high sec greifers that it has lead to the abuses you see happening now with war-decs.
So you like wars, but you only like them when they are declared for reasons you approve of? That is the classic cognitive dissonance that much of the Eve player-base suffers from and has when it comes to ganking as well. Most Eve players will say they approve of ganking (and war decs) I guess because it validates the view of themselves as a 'hardcore' gamer, but then go on to deride anyone who actually uses these mechanics against anyone who is not completely willing.

Look, Eve is a open-world PvP sandbox game with non-consensual PvP built into the core. Everything you do is open to disruption or attack by other players. Other players are not "griefing" for choosing to engage in PvP against unwilling or unprepared targets - it is literally the purpose of wardecs and suicide ganking. If both sides are willing and ready to fight, there is no need to engage in either of these activities as both of sides can just trundle off to lowsec and duke it out.

You cannot "abuse" a mechanic whose purpose is to make other players vulnerable in a sandbox game. You may not approve of their reasons, but they get to make up the reasons to attack another player. That doesn't mean wardecs are a perfect mechanic that should never be changed, but it does mean that they are not being "abused" by players to attack corporations against their will. That is very much the purpose of wars, and to be honest, Eve itself for that matter.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#194 - 2016-03-16 13:52:52 UTC
Oxide Ammar wrote:
FloppieTheBanjoClown wrote:
Here's what's happened to wardecs:

I've discovered a nest of bots. I reported them a week ago, but they continue to operate. I quietly dropped a wardec on one corp they were using and as soon as the war went live destroyed all three RNIs in the corp.

Within an hour the owner of the bots had disbanded the corp and made a new one. I responded by deccing every bot corp operating in the constellation (I've identified a number of them), including the new one. He's disbanded the new corp as well as another. I've got the capital to pursue this and inconvenience the bot owner for quite some time, but the fact that CCP continues to make it trivial for people to simply walk away from a war means that the mechanic needs to be improved on both sides.


If you think that CCP gave you wardec feature to hunt what it looks like Bot Corp you must be playing the wrong game.


No. I think CCP created the wardec mechanic to allow people to settle disputes for whatever reason without have a place they opt out of combat. The nature of this particular war is irrelevant; the point is that current corp mechanics allowed them to simply dissolve the corporation and create a new one instantly. Whether I'm a guy hunting bots or an industrialist looking to drive a competing corp out of a region, the ease with which people can simply walk away from a war without any change to their behavior is something that *must* be considered if we're going to talk about "fixing" wardecs.

Founding member of the Belligerent Undesirables movement.

Wanda Fayne
#195 - 2016-03-16 14:02:46 UTC
10 pages and we yet again hit the end of the usefulness of the discussions on wardecs in Eve.

The reasons for war are irrelevant.
The reasons to fight are not.

Tools available to both sides have been eliminated by CCP, without any other tools being added or augmented. The results are what were predicted. No surprise there.

/unsubscribed

"your comments just confirms this whole idea is totally pathetic" -Lan Wang-

  • - "hub humping station gamey neutral logi warspam wankery" -Ralph King-Griffin-
FloppieTheBanjoClown
Arcana Imperii Ltd.
#196 - 2016-03-16 14:05:04 UTC
Baden Luskan wrote:
(god forbid these high-sec pirates fight someone with weapons on their ships).


Oh look. This again. First off, every person who loses a ship to war had the information available that they could be shot and who would do the shooting. You say they're making highsec into lowsec? Well in lowsec if someone putters around in a hauler and gets popped, what's your response? Why should doing the same during a war be any different?


Baden Luskan wrote:
the way it is often times used is garbage.


I won't argue that. I have a dislike for gate camping and hub hugging. Unfortunately that's all the big mercs are left with, as hunting targets has been so heavily nerfed with the watchlist changed.

Baden Luskan wrote:
add a multiplier to the cost of the war dec that is derived from the distance between two home stations.


As with a lot of proposed fixes to warfare, this is very one-sided in favor of defenders. Right now "home station" is a completely irrelevant attribute. Operating in or around a home system has no benefits and spending all your time 40 jumps away from that system carries no penalty.

Baden Luskan wrote:
there should be a mechanic that penalizes alliance for having too many wars going on at once, and I don't mean monetarily. Any bureaucracy would notice an alliance is not just extremely blood-thirsty, but also using the writ of a war-dec to bypass CONCORD's laws. At the very least the bureaucracy would frown upon this group, and at the worst would banish them from their space. So, why not make it so. Have a stacking penalty timer like the one used for jump fatigue. If you declare too many war-decs too fast, the 4 factions of high sec, and even CONCORD, would start placing sanctions upon the alliance. From a warning to start all the way to faction ships at gates attacking the corp/alliance members and stations either refusing entry or firing upon these players.


You clearly haven't paid attention to how we react to mechanics like that. Our response is *always* to adapt and work around such limitations. That is easily circumvented and will have no impact on how the big merc alliances do business.

Baden Luskan wrote:
if I were the person in charge of running the 4-4 station in Jita, I would consider bands of roaming pirates sitting outside my station as a severe problem. They would be reducing the generation of isk as their presence cuts into my taxes and possible business opportunities to make more taxes. The above mechanic would take this into account and apply consequences to the actions of players.


Let us wardec the NPC corps, and then maybe it would make sense to have the NPCs interact with us on that level. Until then the NPCs don't get to decide arbitrarily that we've done something "too much".

Founding member of the Belligerent Undesirables movement.

tiberiusric
Comply Or Die
Pandemic Horde
#197 - 2016-03-16 14:22:58 UTC
lets face it wars are never consensual, wars are really rarely about 'i want to declare war on someone because they have done me wrong, or i want retribution etc' In eve its very much i want to kill people in highsec and this is they mechanic CCP have implemented for me to do that.

Now at such a low price to do that for many, this sort of conflicts with the safety of highsec or the percieved safety of (please dont quote but empire isnt safe, I know that) however it has police and you cant just kill someone, but CCP have made it far to easy and cheap just to actually go kill someone.

You will never get rid of this thought process of a war being about killing people in highsec and lets face it, its all about killboard padding and epeen! nothing more.
So you have 2 options, you either remove war decs altogether and thats it, because everyone wont agree on everything on how wars should be done, and we'll be back at this stage sometime after the next iteration thats been implemented complaining its still broken. or you stick with it but you increase cost significantly to make a war actually meaningful. People think before they declare war. Now that could be done as some suggest based on your corp numbers vs corp numbers youre attacking or some genius formula. But it shouldnt just be about a workarund for people to pad their killboard.
Another option actually is that maybe only wars can be declared in low sec so there is a consequence and balance to cheap wardecs and you didnt raise costs. Thats just a thought that popped in my head.

War decs shouldnt be about capture the flag type play becuase its never a mutual thing either, thats where battle areans's come in.

All my views are my own - never be afraid to post with your main, unless you're going to post some dumb shit

Lady Ayeipsia
BlueWaffe
#198 - 2016-03-16 14:49:02 UTC
But war decs aren't only about killboard padding and eliminating hi sec war decs would cause more problems than your argument acknowledges.

For example, POCOs and POSes, with possibly citadels coming soon too. They are all a finite resource in eve. They have value based not only on cost of the structure, but location too. A POCO on a barren or temperate planet 1 jump from Jita nets far more income than say the same planet out in Khanid Kingdom. A POS in System A may have a better index leading to better prices than System B. Now if I want the better locations, I have to fight for it and defend it. Removing war decs would mean first to claim it owns it for life or another system needs to be implemented.
Frostys Virpio
State War Academy
Caldari State
#199 - 2016-03-16 15:24:45 UTC
If EVE was a combat sport, wardecs would be a 1 round authorization to hit each others in the crotch. You can't balance that... Someone always ends up with a short end on that stick...
Pandora Carrollon
Provi Rapid Response
#200 - 2016-03-16 15:28:25 UTC
I haven't seen much agreement from anyone that War Decs are fine as is. Clearly it's gone off the rails of what it was initially intended to do.

No, you can't just abolish them because the original intent of the mechanism still needs to exist.

Others don't want them abolished because it would essentially kill their play style. (Poachers, Mercs, etc.)

So we have a good, old fashioned conundrum on our hands.

I have my own ideas on this topic but I'll post them to New Player Ideas when I get it all worked out in my head. This is a big rock and it isn't going to be properly dealt with here in this thread.

I think the best thing to do with this thread is end it by posting some form of your agreement or disagreement that the War Dec game mechanic is/is not working and for CCP to fix it or leave it alone.

Otherwise, this thread is just going to go on and on and on, round and round and... well, you get the idea. I think CCP would rather see a definite "YES FIX IT" or "NO ITS GREAT!" from us.