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Crime & Punishment

 
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So long, and thanks for all the isk

First post
Author
Razor Axe
Sebiestor Tribe
Minmatar Republic
#161 - 2016-06-12 17:39:54 UTC
It seems to me the Merc need to depend more on good old fashion networking, information trading and tracking.
What do I mean?

You could try spreading each other out to track longer distances without having 1 person do the job. (Not the most profitable way, but that isn´t the point in this case).

You could consider trading information with the corp members, pay a small fee to have someone inform you if someone is online.

You could track down buying and selling activity in the area their chosen corp has their trading hub.

You can do a lot of things outside of the intended game mechanic, which you normally would do in real life too.

I would consider adapting and thinking differently than what Merc used to do.

The key approach for Merc is information. So how can you get the information and how do you know it is accurate? How do you react in time once you have the information? Do you need to spread out a few jumps as a group? Do you need to pay more than one person in different timezone to figure out a pattern?

I think that is more exciting than the buddy list.
Lord Razpataz
Devils Rejects 666
The Devil's Warrior Alliance
#162 - 2016-06-12 21:19:10 UTC
Razor Axe wrote:
It seems to me the Merc need to depend more on good old fashion networking, information trading and tracking.
What do I mean?

You could try spreading each other out to track longer distances without having 1 person do the job. (Not the most profitable way, but that isn´t the point in this case).

You could consider trading information with the corp members, pay a small fee to have someone inform you if someone is online.

You could track down buying and selling activity in the area their chosen corp has their trading hub.

You can do a lot of things outside of the intended game mechanic, which you normally would do in real life too.

I would consider adapting and thinking differently than what Merc used to do.

The key approach for Merc is information. So how can you get the information and how do you know it is accurate? How do you react in time once you have the information? Do you need to spread out a few jumps as a group? Do you need to pay more than one person in different timezone to figure out a pattern?

I think that is more exciting than the buddy list.

So.. what experience do you have with highsec warfare?

The point is that Devils did do the hard work, with the watchlist. While most other merc groups did not bother.
Even with the Watchlist hunting burned out players... Guess what making it harder will do?
Rawmeat Mary
Empire Assault Corp
Dead Terrorists
#163 - 2016-06-12 21:20:26 UTC  |  Edited by: Rawmeat Mary
As a concept it isn't a bad idea, and to a point it is already happening (from time to time) when mercs work together against a common enemy.

However, practically speaking, it is undoable, as each merc group already have to try and deal with finding their own targets (which consume a great deal of time) you can't really do the other's job on top of it. Consider the time to add all teh otehr's mercs wars as contact for your own scouts for example. And you can only get so many contacts added to your Buddylist (how I hate that name).

Also consider: Want to turn all mercs into a giant blue donut coalition that all scratch each other's back?

And to finish, lets be fair: I did in the past sent mail or convo fellow mercs and worked to offer random intel out of courtesy (many of us do) when we stumble on something.

But. Selfishly, if I find someone, under wardec, flying a purple fit BS and running missions whom I'm not at war with myself, I'm bloody ceratin to wardec the git and get the fat loot for myself, mmm?
Lord Razpataz wrote:
Even with the Watchlist hunting burned out players... Guess what making it harder will do?
Yeah.

'If they take the ship, they'll rape us to death, eat our flesh, and sew our skins onto their clothing. And if we're very, very lucky, they'll do it in that order.'

Yeah, we're like that.

Razor Axe
Sebiestor Tribe
Minmatar Republic
#164 - 2016-06-13 09:18:14 UTC  |  Edited by: Razor Axe
Both are fair points and I respect that we all value our time.

I do think that it can be a turn off if it takes a lot of effort and time to hunt down a prey, I mean I used to love going into my stealth ship and tracking down players myself. I was however dependant on buying information, spies and email messages than the "buddy list".

If we are to discuss game mechanics rather than meta mechanics, in other words "What can CCP do inside the game itself?" rather than "What can we do in terms of real life/real time to have fun?" I do have one particular idea I would implement to make it fun for Merc again. It would still require information trading, scanning and other meta mechanic and such.

So what would I suggest instead of bringing back what was removed?

I would probably take advantage of npc standing and also corporation owned regions by having an npc in the stations, meant for bounty hunters/mercs who have a licence to be one. They would get access to an NPC who they can pay to recieve information on a players general visit within a region.

So, this can be done in many ways but to give a simplified idea. You could visit Hek and pay the NPC x5 amount of ISK to know if Razor Axe has been in the region the last hour/login/logg off. If Razor Axe logged off [Insert station] within the Metropolis Region, the npc would inform that Razor Axe is still within the region, docked (which means either logged off or docked).

If the player pays x10 amount of ISK the bounty hunter/merc will get a narrowed down search, such as "Razor Axe is in a station that is 8 jumps away". This would help narrow down the search area.

If the merc/bounty hunter has good standing or the corp owns the region so to speak, they get access to VIP service, which is A) cheaper prices mentioned above and B) the last 10 jumps/station docks for the player.

This introduces a more deduction gameplay which obviously requires you to be good at deduction (sudoku is a deduction game). You then analyze your information and narrow down your search, and jump towards where you think the target might be.

This is the same suggestion as above, only a mechanic and NPC based on. This would also ensure ISK flow out and in for Merc in terms of cost, in exchange for speeding up and simplifying the search.

Mind you, I suggest this only happens per region and that the prices vary depending on the range. And that it requires a bounty hunter/merc license being introduced which is paid monthly to keep. This is to ensure that there is a "high" cost for using the service so it doesn't become too cheap/free or even easy to hunt ANYONE. This being the main disadvantage or troll weakness in my idea. Which is easy to solve in the long run but that is the general idea I introduce to bring back the excitement and helpful tools for hunting people.

It could be like a NPC in the BAR. It fits old school lore, real life and makes sense that there are npc selling this information.

To make it a bit easier (and fair play) for the one who is running away, if they know they are being hunted. They can do the opposite by reducing the information or paying to give wrong information. So this become a game of cat and mouse in general depending on the details of the mechanic and how complex/unique it would be to give merc/bounty or information gatherers a fun game mechanic to create new meta mechanic from. I only shared idea of 50% of the mechanic, there needs to be a counter defensive mechanic, to ensure that even the one being hunted will actually enjoy being hunted and use their mind/intelligence and avoid being hunted rather than just flying away.
Thoughts?
Omar Alharazaad
New Eden Tech Support
#165 - 2016-06-13 10:44:48 UTC
I know you put quite a bit of thought into that, but it seems like it's far more complicated than it needs to be.
You're talking about introducing a whole new set of interdependencies and mechanics, where simply fixing locator agents to return an 'outside of sphere of influence' result for offline characters achieves the same result but with less whistles and bells.

Generally not a super idea to make something more complicated than it has to be, as each added new shiny thing is another thing to go wrong during implementation.

Just my two ISK

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

Razor Axe
Sebiestor Tribe
Minmatar Republic
#166 - 2016-06-13 10:55:57 UTC
Fair enough but the game is still a sandbox game and like most sandbox games it does require us to invent methods to play in the way we want. I don't think it is a big problem if merc/hunters see if someone is online, they would still have to track them down. But anything more than that, even what I suggested is bringing it very close to "too easy" to hunt people. Just like mining is boring for many, be it due to it's simplicity or lack of interactivity. I do think merc/hunting is the opposite, it takes perhaps too much time and energy?

Then again I do station trading and it requires a lot of time, effort and real life resources to do it on a high level. So from that perspective I am not sure which "career" is hard, easy or time consuming. It seems to me that the majority of people invested in a career will have similar opinion if their career was affected in such a way.

In light of this, it is hard to justify even my own opinion or suggestion. But I am sure with a regular conversation between hunters/merc and those who are victim, there could be a fruitful solution that benefit both parties.

Initially, my main suggestion is that it should be engaging and fun to hunt, difficult but not tedious or impossible. A little time consuming but not a time sink. And the same goes for the ones being hunted, it should be an excitement being hunted, avoiding and tricking the merc/hunters. It shoulnd't be annoying and frustraing to be hunted.

That is where I think the challenge is, as often in games the solution tend to favor the majority who does A but not the ones doing B. I love stealth in general, in games but making it too easy/powerful would have negative consequences for other people playstyle.

Not sure if that made sense, I do see the perspective of everyone but after 11 year of coming and going into Eve. I find every career with their own challenges in the same arena such as time sink, too long and so on.
Lord Razpataz
Devils Rejects 666
The Devil's Warrior Alliance
#167 - 2016-06-13 11:18:43 UTC
For highsec hunting the watchlist was a tool for both defender and agressor, easy accesible by both sides.
This made it the most fair mechanic in eve imho.

And saying its free intel.. well maybe. But using that intel to hunt is definitly not free. lvl4 is 250k per locate, and we ran tens maybe hundreds of locates.. every day. (lvl4 locate has a 30minute cooldown before you can run another one)
To be able to run all those locates, we need standings at npc. And for that we had to missionrun or buy our way.

Oh.. and I almost forgot, the locate on a pilot is 10 minutes late. So when you finally get to the location the target is long gone if its moving. So new locate and repeat.

Whats "free" with that?
Razor Axe
Sebiestor Tribe
Minmatar Republic
#168 - 2016-06-13 16:44:51 UTC
Lord Razpataz wrote:
For highsec hunting the watchlist was a tool for both defender and agressor, easy accesible by both sides.
This made it the most fair mechanic in eve imho.

And saying its free intel.. well maybe. But using that intel to hunt is definitly not free. lvl4 is 250k per locate, and we ran tens maybe hundreds of locates.. every day. (lvl4 locate has a 30minute cooldown before you can run another one)
To be able to run all those locates, we need standings at npc. And for that we had to missionrun or buy our way.

Oh.. and I almost forgot, the locate on a pilot is 10 minutes late. So when you finally get to the location the target is long gone if its moving. So new locate and repeat.

Whats "free" with that?


I am not looking for unnecessary arguments that doesn't discuss a possible solution, however since you brought it up...
I did add cheap/free and not free on its own. And also compare to say the cost for a trader, it is considerably cheap and fix cost depending on how many locates you would have used. And 250K * 100 = 25mill isk is still a cheap cost for this career, especially since I know the average location would be around 25 use divided between 8-15 other merc. Say it was 15, that is 1.666 milion isk per pilot. That to me is very cheap and almost free if you have managed to rank up to lvl 4 plus the other skills used for merc/hunting.

This is purely subjective so you can say I am wrong, but comparing with other career who have to spend 100 million to do what they do alone, it is cheap in my opinion.

However, the focus of this discussion should be around:

A) What would be fair towards all pilots/career?
B) What can CCP do to implement/adjust previous features to make it fair?
C) What can we do meanwhile to ensure the merc business stays fun, engaging and worth the effort?

These are really my concern and interest, to look for temporarily solution that we have the power to implement as meta game, while encouraging CCP to provide the needed ground work to enjoy merc/hunting again. As I am not disagreeing but rather looking into this from other perspective.
Ralph King-Griffin
New Eden Tech Support
#169 - 2016-06-13 17:00:41 UTC
A) un**** wars
B) un**** locators
C) what we do everynight pinky , **** up everything within eyeshot.
Lord Razpataz
Devils Rejects 666
The Devil's Warrior Alliance
#170 - 2016-06-13 17:05:48 UTC
Razor Axe wrote:
Lord Razpataz wrote:
For highsec hunting the watchlist was a tool for both defender and agressor, easy accesible by both sides.
This made it the most fair mechanic in eve imho.

And saying its free intel.. well maybe. But using that intel to hunt is definitly not free. lvl4 is 250k per locate, and we ran tens maybe hundreds of locates.. every day. (lvl4 locate has a 30minute cooldown before you can run another one)
To be able to run all those locates, we need standings at npc. And for that we had to missionrun or buy our way.

Oh.. and I almost forgot, the locate on a pilot is 10 minutes late. So when you finally get to the location the target is long gone if its moving. So new locate and repeat.

Whats "free" with that?


I am not looking for unnecessary arguments that doesn't discuss a possible solution, however since you brought it up...
I did add cheap/free and not free on its own. And also compare to say the cost for a trader, it is considerably cheap and fix cost depending on how many locates you would have used. And 250K * 100 = 25mill isk is still a cheap cost for this career, especially since I know the average location would be around 25 use divided between 8-15 other merc. Say it was 15, that is 1.666 milion isk per pilot. That to me is very cheap and almost free if you have managed to rank up to lvl 4 plus the other skills used for merc/hunting.

This is purely subjective so you can say I am wrong, but comparing with other career who have to spend 100 million to do what they do alone, it is cheap in my opinion.

However, the focus of this discussion should be around:

A) What would be fair towards all pilots/career?
B) What can CCP do to implement/adjust previous features to make it fair?
C) What can we do meanwhile to ensure the merc business stays fun, engaging and worth the effort?

These are really my concern and interest, to look for temporarily solution that we have the power to implement as meta game, while encouraging CCP to provide the needed ground work to enjoy merc/hunting again. As I am not disagreeing but rather looking into this from other perspective.


So.. I guess I didnt mention that 10-100 locates a day was per member.. EVERY day..

But anywho.. the focus of the discussion should be that CCP does not acknowledge that it is an issue.
The watchlist changed with no thought about other areas of use than for hunting Titans/supers.
"The character watchlist is now known as the 'Buddy List' to better reflect its usage"

With removing a tool without replacing with another tool kills that kind of gameplay.

We have been waiting for 3 months now since CCP Lebowski told us we would get a respons on our feedback.

The easiest way to fix this.. bring back the watchlist and tie it to wardec mechanics.
Then we are actually paying for the intel. the defender should also have watchlist available ofc.
Dracvlad
Taishi Combine
Astral Alliance
#171 - 2016-06-13 17:27:53 UTC
Lord Razpataz wrote:
Razor Axe wrote:
Lord Razpataz wrote:
For highsec hunting the watchlist was a tool for both defender and agressor, easy accesible by both sides.
This made it the most fair mechanic in eve imho.

And saying its free intel.. well maybe. But using that intel to hunt is definitly not free. lvl4 is 250k per locate, and we ran tens maybe hundreds of locates.. every day. (lvl4 locate has a 30minute cooldown before you can run another one)
To be able to run all those locates, we need standings at npc. And for that we had to missionrun or buy our way.

Oh.. and I almost forgot, the locate on a pilot is 10 minutes late. So when you finally get to the location the target is long gone if its moving. So new locate and repeat.

Whats "free" with that?


I am not looking for unnecessary arguments that doesn't discuss a possible solution, however since you brought it up...
I did add cheap/free and not free on its own. And also compare to say the cost for a trader, it is considerably cheap and fix cost depending on how many locates you would have used. And 250K * 100 = 25mill isk is still a cheap cost for this career, especially since I know the average location would be around 25 use divided between 8-15 other merc. Say it was 15, that is 1.666 milion isk per pilot. That to me is very cheap and almost free if you have managed to rank up to lvl 4 plus the other skills used for merc/hunting.

This is purely subjective so you can say I am wrong, but comparing with other career who have to spend 100 million to do what they do alone, it is cheap in my opinion.

However, the focus of this discussion should be around:

A) What would be fair towards all pilots/career?
B) What can CCP do to implement/adjust previous features to make it fair?
C) What can we do meanwhile to ensure the merc business stays fun, engaging and worth the effort?

These are really my concern and interest, to look for temporarily solution that we have the power to implement as meta game, while encouraging CCP to provide the needed ground work to enjoy merc/hunting again. As I am not disagreeing but rather looking into this from other perspective.


So.. I guess I didnt mention that 10-100 locates a day was per member.. EVERY day..

But anywho.. the focus of the discussion should be that CCP does not acknowledge that it is an issue.
The watchlist changed with no thought about other areas of use than for hunting Titans/supers.
"The character watchlist is now known as the 'Buddy List' to better reflect its usage"

With removing a tool without replacing with another tool kills that kind of gameplay.

We have been waiting for 3 months now since CCP Lebowski told us we would get a respons on our feedback.

The easiest way to fix this.. bring back the watchlist and tie it to wardec mechanics.
Then we are actually paying for the intel. the defender should also have watchlist available ofc.


But wouldn't fights over observational structures giving this intel be a lot better, then smaller entities can be a pain in the ass and be rewarded for fighting back and you chaps have skin in the game having to put up and look after these structures. Of course the pipe and hub campers will just place them so they get the intel of these people moving into the covered constellations. Then we end up with a whole set of emergent game play around them. My bet was that the mercs would hate having to defend something and that is why they will say no to it, its always more fun to be the attacker, but unless you have skin in the game it will continue to be the same boring stale shite it is now and before the watch list was removed.

At least now we can potter around away from the main areas and they don't even bother, not one war deccer have I seen come after me from the two last war decs. Its just so meh...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Lord Razpataz
Devils Rejects 666
The Devil's Warrior Alliance
#172 - 2016-06-13 17:41:40 UTC  |  Edited by: Lord Razpataz
Dracvlad wrote:

But wouldn't fights over observational structures giving this intel be a lot better, then smaller entities can be a pain in the ass and be rewarded for fighting back and you chaps have skin in the game having to put up and look after these structures. Of course the pipe and hub campers will just place them so they get the intel of these people moving into the covered constellations. Then we end up with a whole set of emergent game play around them. My bet was that the mercs would hate having to defend something and that is why they will say no to it, its always more fun to be the attacker, but unless you have skin in the game it will continue to be the same boring stale shite it is now and before the watch list was removed.

At least now we can potter around away from the main areas and they don't even bother, not one war deccer have I seen come after me from the two last war decs. Its just so meh...


I'm open for any other option that could replace the watchlist as a tool for highsec hunting.
I'm just saying by combining it with wardec mechanics would invalid all the reasoning for the buddylist change.
And be the easiest "fix"

But since CCP dont want to respond or acknowledge it kinda falls on deaf ears.
Almost any solution would be better than killing an emergent gameplay like this.
Dracvlad
Taishi Combine
Astral Alliance
#173 - 2016-06-13 18:45:00 UTC
Lord Razpataz wrote:
Dracvlad wrote:

But wouldn't fights over observational structures giving this intel be a lot better, then smaller entities can be a pain in the ass and be rewarded for fighting back and you chaps have skin in the game having to put up and look after these structures. Of course the pipe and hub campers will just place them so they get the intel of these people moving into the covered constellations. Then we end up with a whole set of emergent game play around them. My bet was that the mercs would hate having to defend something and that is why they will say no to it, its always more fun to be the attacker, but unless you have skin in the game it will continue to be the same boring stale shite it is now and before the watch list was removed.

At least now we can potter around away from the main areas and they don't even bother, not one war deccer have I seen come after me from the two last war decs. Its just so meh...


I'm open for any other option that could replace the watchlist as a tool for highsec hunting.
I'm just saying by combining it with wardec mechanics would invalid all the reasoning for the buddylist change.
And be the easiest "fix"

But since CCP dont want to respond or acknowledge it kinda falls on deaf ears.
Almost any solution would be better than killing an emergent gameplay like this.


I find their failure to talk to you very surprising, I just hope they go with what I keep suggesting because it is a content driver, but CCP tend to listen only to the big alliances and have neglected hisec and small entities for ages and I believe will continue to do so, as this silence seems to indicate.

I have heard talk about the impact on local by the new Observatory structures and that is going to cause some upset.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Lord Razpataz
Devils Rejects 666
The Devil's Warrior Alliance
#174 - 2016-06-14 17:46:21 UTC
Dracvlad wrote:
Lord Razpataz wrote:

I'm open for any other option that could replace the watchlist as a tool for highsec hunting.
I'm just saying by combining it with wardec mechanics would invalid all the reasoning for the buddylist change.
And be the easiest "fix"

But since CCP dont want to respond or acknowledge it kinda falls on deaf ears.
Almost any solution would be better than killing an emergent gameplay like this.


I find their failure to talk to you very surprising, I just hope they go with what I keep suggesting because it is a content driver, but CCP tend to listen only to the big alliances and have neglected hisec and small entities for ages and I believe will continue to do so, as this silence seems to indicate.

I have heard talk about the impact on local by the new Observatory structures and that is going to cause some upset.

Well, I'm definitely getting the silent treatment.

Lets see..
I've tried the eve forums, twitter and even personal messages on slack with no luck.
Havent touched reddit tho, but feel like thats no point with the downvoting thing.

What to do next? Give up?
**** no... I have more patience than this Twisted

Xolve
State War Academy
Caldari State
#175 - 2016-06-15 07:54:03 UTC  |  Edited by: Xolve
Lord Razpataz wrote:
So.. I guess I didnt mention that 10-100 locates a day was per member.. EVERY day...


Maybe include the expected cost of locates into the negotiated cost of the wardec based on the size of target corp/alliance?

Everything that's been brought up in this thread can be solved by simply charging the client more money. Besides- if you don't want to track down targets- don't. There's plenty of business defending citadels, attacking citadels, bashing highsec POSes, trade hub denial (how this is still a thing i'll never understand), and general harassment contracts available.
Lord Razpataz
Devils Rejects 666
The Devil's Warrior Alliance
#176 - 2016-06-15 08:39:15 UTC  |  Edited by: Lord Razpataz
Xolve wrote:
Lord Razpataz wrote:
So.. I guess I didnt mention that 10-100 locates a day was per member.. EVERY day...


Maybe include the expected cost of locates into the negotiated cost of the wardec based on the size of target corp/alliance?

Everything that's been brought up in this thread can be solved by simply charging the client more money. Besides- if you don't want to track down targets- don't. There's plenty of business defending citadels, attacking citadels, bashing highsec POSes, trade hub denial (how this is still a thing i'll never understand), and general harassment contracts available.


The answer for everything is not charging more of the client.. its 42.

Devils was specialized in hunting. ie, tracking the ****** down.
Paying us more would maybe give us more incentive.. but the work involved would still burn us out.

And to be fair.. with hubhumping enteties takes on contracts for just above dec cost, just to have more "free" wars.
Raising the cost is not an option, even before watchlist we "asked to much" and lost clients due to that.

Edit: And if you didnt know.. the quote you posted is what we did BEFORE the change.. now that we dont know who's online.. we basicly have to run even more.
Ralph King-Griffin
New Eden Tech Support
#177 - 2016-06-15 08:56:47 UTC
charging the client more isk dosent solve anything,
if cost were the issue we wouldnt be having a conversation at all because we would be rolling around in contracts being the specialist kill-the-gits-where-they-hide mercenarys.
That would be worth the isk hit out of my own pocket.

Xolve
State War Academy
Caldari State
#178 - 2016-06-15 09:32:32 UTC
Lord Razpataz wrote:
Devils was specialized in hunting. ie, tracking the ****** down.
Paying us more would maybe give us more incentive.. but the work involved would still burn us out.


Perhaps it's time to murder spaceships outside of highsec then?

It costs significantly less, has better fights, and you can pretty much shoot everyone.
Lord Razpataz
Devils Rejects 666
The Devil's Warrior Alliance
#179 - 2016-06-15 09:47:17 UTC
Xolve wrote:
Lord Razpataz wrote:
Devils was specialized in hunting. ie, tracking the ****** down.
Paying us more would maybe give us more incentive.. but the work involved would still burn us out.


Perhaps it's time to murder spaceships outside of highsec then?

It costs significantly less, has better fights, and you can pretty much shoot everyone.

Bah.. Not sure how many times I've heard that by now..

"Your gameplay broken? no worries mine still works. Why dont you do that?"

It does'nt change the fact that CCP killed an emergent gameplay.

Let me ask, would that have been a solution when Fozzie sov came out and everyone in 0.0 was bitching about troll ceptors?
Just do something else? Give up?
Xolve
State War Academy
Caldari State
#180 - 2016-06-15 16:15:26 UTC
Lord Razpataz wrote:


It does'nt change the fact that CCP killed an emergent gameplay.

Let me ask, would that have been a solution when Fozzie sov came out and everyone in 0.0 was bitching about troll ceptors?
Just do something else? Give up?


Killing people in highsec isn't 'emergent gameplay', it's killing people in Highsec.

Sorry that a good change towards watch lists, that kills the opportunity for fights is preventing you from killing mission runners. You said the effort wasn't worth it anymore, I just suggested trying something else.