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Why Eve Can't attract new players, and has lost 20,000 so far.

First post
Author
Mallak Azaria
Caldari Provisions
Caldari State
#61 - 2016-04-03 05:37:10 UTC
Malcanis wrote:
You can't make a full contact sport like say Australian Rules football


Hah. Hahaha. HAHAHAHAHAHA.

Who the hell even likes GayFL?

This post was lovingly crafted by a member of the Goonwaffe Posting Cabal, proud member of the popular gay hookup site somethingawful.com, Spelling Bee, Grammar Gestapo & #1 Official Gevlon Goblin Fanclub member.

Kyle Tawate
Science and Trade Institute
Caldari State
#62 - 2016-04-06 00:45:11 UTC
Sooner or later EVE will start catering to a slightly larger audience. Not by softening the game too much, but rather by reducing the confusion of one's decisions.

With that said I heard they are eventually going to be introducing more player friendly services like name changes (with name logs of course). If you don't believe me, then why on earth are skill injectors a thing.

Name changes are a fundemental feature for any sucessful MMO.

Kharamete
Royal Assent
#63 - 2016-04-13 20:53:18 UTC  |  Edited by: Kharamete
Bella Jennie wrote:
Black Pedro wrote:
Bella Jennie wrote:
By the way, it's easy to recognize by now, that CCP Falcon is a fanatic - an extremist.
- but he's only 1 person at CCP
Personally, I think it's this kind of fanaticism that drives players out of the game and keeps new ones from joining.
He's the head community manager at CCP and has been for years. His primary job is to communicate the player base about the game, including what type of game CCP is developing.

You must not think very highly of CCP if you think they hired some renegade who does not represent the corporate views of CCP and the views of the lead developers of this game.

You can think anything you want. That doesn't change the reality of the situation.

If you don't like what CCP is selling, then go somewhere else. Thankfully, there is no shortage of gaming companies these days, developing all sorts of types of games. You are not starved for alternatives.


just cancelled all my accounts. feels so good!

thanks for linking the CCP Falcon statement.. I kind of alluded to it in my reason for leaving:
".. CCP refuses to balance HISEC

CCP clearly favors the gankers & griefers

Screw CCP Falcon and his "dark, gritty and unsafe anywhere" universe..
He should realize he's a developer, NOT a player .."


In December 2007 I clicked on an ad for this weird sounding game. I read a bit about it, and it sounded awfully much like the game which ate my youth – Elite Frontier. Sometimes I jolt over the fact that I’ve played this game for nine years. I’ve never done that. I lasted, I think, two in World of Warcraft. I lasted three months in SWG. Yet, here I am, nine years later.

Why did I stay? Because Eve isn’t like World of Warcraft. Eve isn’t quite like anything else out there. Oh, I’ll complain and moan about stupid things in the game, but it’s a complaint that comes from a love of the game. A love of the atmosphere of the game. A love of…

Sometimes I’ve tried to rationalise why I love this game, and it always comes back to one thing. Unlike World of Warcraft, unlike Star Wars Galaxies, or Elder Scrolls, Playing Eve is not playing against Eve. Know what I mean? Eve is playing against other humans. Eve is not playing against the system, or the mechanics, or the environment. Playing Eve is to play against the multitudes of humans that dwell inside the blocks of pixels on my screen.

Why do some people not like Eve? I think they fail to grasp this. They expect to play against an algorithm, an AI, an NPC, or an environment. They come to the game expecting to play against the system. But doing that is terrible. The NPCs and the PVE is just a means to an end: to get a fixed contact point with other humans. Either through in-game interpersonal alliances or enmities, or through cooperative play. If that doesn't happen, then Eve is dry and boring and pointless.

So, by all means leave. If the essence of what I’ve described in these paragraph changes… If Eve becomes a game played against the system, rather than the humans, then I’m most likely out of here. And through all the contacts, friendships, conflicts, and drama I’ve gone through during these last nine years, I can say with relative certainty despite it being anecdotal that most players are like me. They’re not like you.

Good bye. Hope you find a game better suited for you.

CCP FoxFour: "... the what button... oh god I didn't even know that existed. BRB."

My little youtube videos can be found here

Elsia Browne
Aliastra
Gallente Federation
#64 - 2016-06-17 01:28:49 UTC
Jack Carrigan wrote:
I hate to dig this here out of the woodshed, but in case this point wasn't already made:

- Gratuitious violence in high security space is actually good for the economy
- Destruction of ships creates more demand for ships/replacement modules
- Destruction of ships causes more mineral consumption which drives up market prices
- Destruction of ships causes those involved in the market to be more profitable

What can be deduced from the above is that most industrial type pilots are involved with markets, as they have to buy/sell/trade/build/harvest/etc. With that said, they will be more competitive with these activities. What can also be deduced is:

- The ones crying about being suicide ganked likely are AFK mining
- The ones crying about being suicide ganked likely are fit for yield as opposed to having any tank on their ships
- The ones crying about being suicide ganked likely don't consider using siege warfare mods/logi/security

Furthermore, the ones complaining about suicide ganks the most are the ones that don't realize:

- High Security is just that, High Security, not Absolute Security
- Undocking your ship is consenting to PvP, whether wanted or not
- Combat in High Security is not going away (consensual, war or otherwise)
- Preying on the weak is an acceptable tactic (see: asset denial/route denial)

So, with that, if it really hurts your delicate sensitivities that badly:
- Show us on the doll where the gankers touched you
- Give me your stuff
- Enter Biomass Queue over Arrow


I totally Agree with everything you said Jack. I also Disagree with what the OP has said. It isn't Suicide ganking that is the problem nor does CCP support Suicide ganking. Suicide ganking is a clever loop hole or Exploit that players have found and CCP is yet to discover possible solution too that wouldn't disrupt the game play of their player base or stop the mentality behind a sand box game that "anything" can happen.

I remember when I first started playing a friend told me that when you undock from station you consent to PVP. Also I remember them telling me that only fly what you can afford to loose. Two major rules that all players that have been playing eve usually live by.

Mind you when I first started playing when I logged in the game had something like 100,000 or more players online, some times during peak times I would get put into a queue and have to wait 5 to 30 seconds to actually get into the game. Now when I log in the most I see is maybe 24,000 or 26,000. Never really seen over 30,000 players online. I don't know if this is due to banning of bots or other things. However I would like to point out this video, back in 2012 before the war dec changes

https://www.youtube.com/watch?v=4u0H3WA_UYA

I bring this up because back in 2009, 2010 prices for tritanium where around 1 to 2 isk per unit. after 2012 or more around 2013 once those new war dec changes got put into place tritanium went up to 3 to 4 isk per unit. Now it is sitting at 5 to 6 isk average. What could make a change like that in something as simple as tritanium. Especially with all the changes made to mining barges to prevent suicide ganking?

I say it is the war dec system not suicide ganking. It is now easier, and not as expensive for a corporation or an alliance to declare war on another corporation or alliance. This is clear when you see some of the heavy PVP groups declairing war on 99 different groups some times on the same day. Which is good for PVP corps bad for indy corps. Players can still do indy with out having to worry about war decs in NPC corps. However I've been hearing a large push now from PVP corps for CCP to allow war deccing of NPC corps, but don't think that will ever happen. Though there could be a Faction war rebalance, which could be interesting.

I point that video out above because CCP knew what would happen and they still did it. What the didn't count on was the fact that players would stop playing the game. Granted based on the current number of players that play this game on a regular basis they are still making enough money to easily keep the game going and make improvements on that game.

I understand this game is a war game, PVP is fun, however there are players that play this game that want nothing to do with the PVP side. I'm not saying that CCP should soften the game, I'm saying that CCP needs to fix certain problems with the way things work. If they are so worried about inflation and the crazy amounts of liquidated isk available in the game. Make it more expensive for a war to be declared. Also allow a corporation that has been decced to pay concord to cancel that dec at double the cost of the dec. So the surrender system would have merrit, it would save a corporation money.

Example: Corp A decs Corp B. It costs Corp A 50mil to dec Corp B. Corp B could pay concord 100mil to cancel dec before dec starts, and corp A could re declare dec after a one week period. Or if CEO or other leadership role member doesn't log in until after war starts or waits for war to start. Corp B could pay 200mil to concord to cancel dec and force corp A to wait 2 weeks to re declare war. Or Corp A could send a surrender request to Corp B for 150mil thus making 100mil, and saving Corp B 50mil in the process. You could go further and allow Corp A to pay additional weeks worth of Dec time forcing Corp B to pay more to end war and increasing the value of surrendering. However if Corp B accept Surrender its the Dec time paid for +2 weeks. So if Corp A pays for 4 weeks of dec time that costs 200mil. Then offers surrender to corp be at a cost of 300mil Then Corp B won't have war declared on them for 6 weeks by Corp A and they would save 100mil for canceling the war.
Malcanis
Vanishing Point.
The Initiative.
#65 - 2016-06-17 13:28:35 UTC
Mineral prices returned to their historical levels because CCP removed "gun mining" from the drone regions. And then improved 0.0 mining quite a bit, leading to an oversupply of high ends. Nothing to do with wardecs.

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

Grath Telkin, 11.10.2016

Teckos Pech
Hogyoku
Goonswarm Federation
#66 - 2016-06-17 17:39:40 UTC
Malcanis wrote:
Mineral prices returned to their historical levels because CCP removed "gun mining" from the drone regions. And then improved 0.0 mining quite a bit, leading to an oversupply of high ends. Nothing to do with wardecs.


And to some extent changes in refining of mission loot. Why mine minerals when you could run missions, get the loot, get ISK, and get loyalty points and improve your standings? Then refine the loot for the minerals if you also do industrial stuff.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Malcanis
Vanishing Point.
The Initiative.
#67 - 2016-06-17 21:06:28 UTC
Teckos Pech wrote:
Malcanis wrote:
Mineral prices returned to their historical levels because CCP removed "gun mining" from the drone regions. And then improved 0.0 mining quite a bit, leading to an oversupply of high ends. Nothing to do with wardecs.


And to some extent changes in refining of mission loot. Why mine minerals when you could run missions, get the loot, get ISK, and get loyalty points and improve your standings? Then refine the loot for the minerals if you also do industrial stuff.


I doubt anyone was running combat missions primarily to get the minerals from the loot, but yeah the byproduct was a non-trivial source of supply, something around 10% IIRC. But the drone region output was immense, I recall it peaking at something over half of total mineral production.

Meanwhile, wardecs used to be far more prevalent than they are. If anyone genuinely believes that hi-sec wardecs are a primary driver in mineral prices, I have some discounted mining permits for the Hale constellation they may be interested in.

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

Grath Telkin, 11.10.2016

Elsia Browne
Aliastra
Gallente Federation
#68 - 2016-06-17 21:34:29 UTC
You are correct, drone Alloys used to be the major contributor to minerals prior to their removal in what 2012 2013. Which is what initially drove the prices of minerals up. Just as the need for materials in the construction of citadels is driving the need for PI and minerals. Which is why I talked about the 3 to 4isk per unit and the next jump which was 5 to 6isk per unit.

As for wars decs being more prevalent now then they were in the past. I disagree, in the past we had more players online then we do now, also Corps were restricted to a maximum of 3 war decs. Now that has changed we have corps with 99 and alliances 99. I wouldn't say it was turning hi sec into low or null being that they would have to dec just about everyone for that statement to be true I would however say that war is and has become easier for people to get into. Which I might add is both good and bad.

Good in the since that it creates more conflict which destroys more things and creates a need to rebuild what was destroyed.

Bad in the since that most of the wars that I'm seeing are from bored PVPers looking for a war targets. Their CEOs trying to appease that and deccing anyone they see or find that could potentially give them a target to shoot at.

The good does cause prices to go up being that the need to build what has been destroyed will always drive demand, and the bad usually comes from PVP corps deccing industrial carebears that want nothing to do with fighting and would gladly pay to keep from being shot at. The fact that you would offer "mining permits" only proves my point.
TOR Protocol
State War Academy
Caldari State
#69 - 2016-06-17 23:00:26 UTC
TL;DR - Allowing 99 wars is ... extreme ... at the current cost & risk of the whole thing. Defenders should be allowed an option to 'bribe the cops' just like the attackers have in order to create a 'gang war' in the first place. Terms used loosely, of course.

Elsia Browne wrote:
most of the wars that I'm seeing are from bored PVPers looking for a war targets.


Correction: Most highsec wars are from PvP'ers looking for low-cost low-risk kills because they want to get into fights but they can't justify the financial burden of losing ships to an opponent who's even remotely willing to fight them with something resembling skill.

The hardcoded war mechanics are, fundamentally, usable only in highsec at this time. The reasons to declare a legitimate (read: "not out of boredom") war through these mechanics include, but are not limited to, keeping your null enemies' supply lines from working and eliminating competition.

CCP will need to revisit the war system soon(TM) enough and decide whether the lesser infliction against the sandbox (and, by extension, their subscription numbers) is to permit the current model supporting unhindered wars where the risk is mainly on the part of the defenders with only a mild cost to most attackers ... or whether enabling a mechanic where the attackers assume some form of liability and/or risk by virtue of creating a war declaration would be the superior choice overall.

The suggestion of permitting a defender to pay some amount to remove/negate a wardec has roughly as much merit as what amounts to bribing the cops to look the other way when you want to start a gang war in public (this is the current system, clearly). Maybe the other guy would like the opportunity to also pay off the cops to stop that business from happening, eh? It'd certainly be a ton less difficult to implement than, for example, some suggestions covering things like putting up a collateral as an attacker in case you don't achieve your own arbitrarily-specified goals (e.g., "I'm gonna put up $500m as a bet against blowing up $500m of your ships.") as a form of risk, and it certaily makes more sense than some of those other sets of junk ideas.

Valkin Mordirc
#70 - 2016-06-18 06:59:38 UTC
Quote:
TL;DR - Allowing 99 wars is ... extreme ... at the current cost & risk of the whole thing. Defenders should be allowed an option to 'bribe the cops' just like the attackers have in order to create a 'gang war' in the first place. Terms used loosely, of course.


CCP seems to completely okay with. Although Mass Dec's do have meta problems, they have one benefit of being a giant ISK sink.

Quote:
Correction: Most highsec wars are from PvP'ers looking for low-cost low-risk kills because they want to get into fights but they can't justify the financial burden of losing ships to an opponent who's even remotely willing to fight them with something resembling skill.


PROOOOJECTION.

I love it when people revert to this sorta opinionated insult. Generally it means you have no idea what's going, evident conveniently by the next paragraph...

Quote:
The hardcoded war mechanics are, fundamentally, usable only in highsec at this time. The reasons to declare a legitimate (read: "not out of boredom") war through these mechanics include, but are not limited to, keeping your null enemies' supply lines from working and eliminating competition.



If you are war with another entity, Gate Guns in Lowsec will not engage you. So no not just Highsec is a wardec useful. Ask PL they just decced Goonswarm who are currently residing in Sarren. Wonder why?

Quote:
CCP will need to revisit the war system soon(TM) enough and decide whether the lesser infliction against the sandbox (and, by extension, their subscription numbers) is to permit the current model supporting unhindered wars where the risk is mainly on the part of the defenders with only a mild cost to most attackers ... or whether enabling a mechanic where the attackers assume some form of liability and/or risk by virtue of creating a war declaration would be the superior choice overall.

The suggestion of permitting a defender to pay some amount to remove/negate a wardec has roughly as much merit as what amounts to bribing the cops to look the other way when you want to start a gang war in public (this is the current system, clearly). Maybe the other guy would like the opportunity to also pay off the cops to stop that business from happening, eh? It'd certainly be a ton less difficult to implement than, for example, some suggestions covering things like putting up a collateral as an attacker in case you don't achieve your own arbitrarily-specified goals (e.g., "I'm gonna put up $500m as a bet against blowing up $500m of your ships.") as a form of risk, and it certainly makes more sense than some of those other sets of junk ideas.


War's need to be tweak yeah, they haven't been touched in a long while. Just like Sov CCP will need to change the game at some point to keep it interesting.

Your idea only benefits the strong and well established. Which they can do already by paying the current mercenaries a protection fee. It worked for two years for Ped-Dictorate. No merc could dec them with out the other 7 drop in to defend Before the CEO's lack of social skills got the better of him anyways.

You want to keep newbies from be farmed, your idea is not going to work. Brave, Goons, PL, Ivy, Dead Terrorist any of the big alliance are going to still be a stupid high amount to dec, and the newbies are going to be penniless.
#DeleteTheWeak
Malcanis
Vanishing Point.
The Initiative.
#71 - 2016-06-18 09:04:32 UTC
Well once again, I will point to my thought of the War Bond to illustrate the core problem. For this experiment, we will need to postulate that there is a mechanic to define "winning" a war; you cantake your pick, or even imagine that there are multiple ways (eg K:D, structures surviving/being destroyed, activity, whatever.)

Suppose that on the formation of a corporation or alliance, in addition to the normal registration fee, CONCORD requested that the CEO deposit a war bond of equal or greater size. A bond which can be increased later at any time.

Should any other entity wish to declare war against that corp or alliance, they will have to match the war bond held on deposit. The winner of the war is awarded the loser's bond.

This would give the defending entity an element of choice in the kind of conflict they wish to engage in: if the bond of Malc's Minimal Tax Mission corp is 5M ISK, that may send a message that I don't care about the corp at all; if wardecced, I will just abandon it and form another. (On the other hand, it might also communicate that I'd love to have a wardec because MMTX are also bored and welcome fights.) In essence, anyone with a ship to undock 5,000,000 ISK to risk can try their chances, but they should not have high expectations of the campaign.

On the other hand, let's say that Malcanis's Massive Industrial Machine (MMID) puts up a 500B bond. Anyone looking at that bond will realise that they have to put up half a trillion ISK to have a go. They might well infer that MMID has very sustantial assets in hisec that they want to protect, and in any case, there is a very large prize to be gained for winning a war with them. If MMID can afford a bond of that size, they can presumably afford to pay defenders, and might well have srsbsns allies. In short, any war declared on MMID will be almost certainly be a serious effort by a group willing to play for large stakes, who will expect to get one or more significant fights out of the campaign.

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

Grath Telkin, 11.10.2016

Aelavaine
Aelavaine's Corporation
#72 - 2016-06-18 10:09:46 UTC  |  Edited by: Aelavaine
That's a nice suggestion Malcanis but how many of the new players can afford a multi billion isk war bond to kind of protect themselves?

The current war dec system is rubbish. It allows PvPers to impose their play style on others. That can't go well.
What would they do if because of some game mechanics the only thing they suddenly can do is mining? They would leave too.

Yes Eve isn't a birthday party for children, it's evil. It is and has to be dangerous everywhere but that within well defined borders. If someone wants a total war, there is plenty of space in low and null sec for it.

What has to be changed?
- No war declarations without avoidable reasons. A reason can be a suspect timer on a corp member.
- The costs for a defender to end a war has to be lower than for the agressor to declare it. Otherwise its a simple mechanic to financially ruin the defender.
- Declaring war on a 5 man corp has to be more expensive/less rewarding than for a 500 man corp which very likely has more resources to defend themself.
- Unequal fights in high sec, where the aggressor has much more dps/hp as the victim shouldn't be rewarded with loot.

You want more than spinning ships? Support Avatar Gameplay!

TOR Protocol
State War Academy
Caldari State
#73 - 2016-06-18 16:20:43 UTC
Valkin Mordirc wrote:

Quote:
Correction: Most highsec wars are from PvP'ers looking for low-cost low-risk kills because they want to get into fights but they can't justify the financial burden of losing ships to an opponent who's even remotely willing to fight them with something resembling skill.


PROOOOJECTION.

I love it when people revert to this sorta opinionated insult. Generally it means you have no idea what's going, evident conveniently by the next paragraph...

[quote]The hardcoded war mechanics are, fundamentally, usable only in highsec at this time. The reasons to declare a legitimate (read: "not out of boredom") war through these mechanics include, but are not limited to, keeping your null enemies' supply lines from working and eliminating competition.


The word, "correction," means an adjustment to what's there. It's not like saying, "Yeah, you're wrong and here's the holy truth to consider." Further, what PvP corp is actually afraid of lowsec gate guns? Come on, you know better.
Elsia Browne
Aliastra
Gallente Federation
#74 - 2016-06-18 22:41:54 UTC
Malcanis,

I enjoy the whole concept of a war bond. It would be similar to setting the price for someone to send you a message only now its a defenders bet that says you won't be able to win a war against me. I would like to see some more detail into this concept like for example. What would be the conditions for winning said war against a defender? Are those conditions set by a general game mechanic or by the defender? Is there a way for the Attacker to end the war with out losses and the Defender to retain their bond? How does surrendering work in this case? How does allies coming in to help the defender work?

Just a few questions if you have more to add to your idea please feel free to do so. I like that idea as much as I like mine with the whole bribing the cops so to speak as a few have suggested it as.

One thing though in regards to Aelavaine, I agree with most of what is needed to be changed except for the fact about the costs for a defender to end war has to be lower. The whole point of war is to "ruin" the other corp you are attacking. It could be equal I suppose for the attacker and defender, meaning that the cost to end the war from the defenders side " The Bribe" could be 50mil just like the initial cost of a war dec was 50mil. With the option to pay more to prevent a dec for a week.
Malcanis
Vanishing Point.
The Initiative.
#75 - 2016-06-19 09:23:09 UTC  |  Edited by: Malcanis
Elsia Browne wrote:
Malcanis,

I enjoy the whole concept of a war bond. It would be similar to setting the price for someone to send you a message only now its a defenders bet that says you won't be able to win a war against me. I would like to see some more detail into this concept like for example....


It's not a proposal, it's a thought experiment designed to illustrate the problem with war decs in the first place. War deccers generally don't like the idea beause it allows industrial corps to spend ISK to protect themselves. The Defending corps generally don't like it because it allows them to protect themselves by spending ISK.

The experiment therefore illustrates the motivations behind both sides. in general, hi-sec war deccers are in it for low commitment, easy kill farming, with any profit being something of a bonus. So a system that requires them to commit ISK and which also allows the defender any agency in determining the terms of conflict is not popular with them.

Likewise, the defenders in general don't want non-consensual PvP at all, and they want CCP to just stop it (see the post directly after the one I made above, for example.) So to them, the war-bond is a regressive step that they see as one more way of putting the responsibility for defending their ships and assets on them, rather than on CONCORD.

In short, the issue with war-decs is that they are non-consensual PvP in a way that, for example, a war between two 0.0 alliances isn't. The 0.0 guys may complain about blobs or coalitions or cloaky camping or whatever, but that's just tactics. They're not complaining about the concept of another entity shooting at them at all. Wardecs on the other hand, typically involve a defender who doesn't want to engage in combat PvP at all. How can you reconcile that desire with the desire for other players to play a FFA PvP game? The War Bond addresses the fig-leaf justifications that both sides put up. Deccers constantly complain that defenders can just quite their corps and reform another, risking nothing and losing nothing but a name. Defenders complain that they have no way to use their playstyle to protect themselves, and that the wardeccers commit nothing and take no real risks.

And yet when offered a mechanism that addresses these complaints, neither of them like it. In true EVE style, each want the other to do all the adapting.

Aelavaine wrote:
That's a nice suggestion Malcanis but how many of the new players can afford a multi billion isk war bond to kind of protect themselves?


One might query whether it's a sensible idea for new players to be raising their flag and forming crops that they can't defend. But such a corp could just post the minimum bond of 1M ISK (IIRC that's the cost of forming a corp) and be in almost exactly the same situation they are in the current setup, with the sole difference that their level of commitment to their corp is now public.

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

Grath Telkin, 11.10.2016

Aelavaine
Aelavaine's Corporation
#76 - 2016-06-20 06:56:05 UTC
Malcanis wrote:
Aelavaine wrote:
That's a nice suggestion Malcanis but how many of the new players can afford a multi billion isk war bond to kind of protect themselves?
One might query whether it's a sensible idea for new players to be raising their flag and forming crops that they can't defend. But such a corp could just post the minimum bond of 1M ISK (IIRC that's the cost of forming a corp) and be in almost exactly the same situation they are in the current setup, with the sole difference that their level of commitment to their corp is now public.
That's true.

You want more than spinning ships? Support Avatar Gameplay!

Teckos Pech
Hogyoku
Goonswarm Federation
#77 - 2016-06-20 21:03:26 UTC
Valkin Mordirc wrote:
TOR Protocol wrote:

[quote]Correction: Most highsec wars are from PvP'ers looking for low-cost low-risk kills because they want to get into fights but they can't justify the financial burden of losing ships to an opponent who's even remotely willing to fight them with something resembling skill.


PROOOOJECTION.

I love it when people revert to this sorta opinionated insult. Generally it means you have no idea what's going, evident conveniently by the next paragraph...


It is also Bravo Sierra. If you want a corp that is war deccing other corps to face risk, then it is up to the players that are decced to impose it on them. That is the only source of risk in the game, generally speaking, players imposing risk on each other. The implicit argument here is that CCP should impose the risk somehow.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#78 - 2016-06-20 21:18:58 UTC
Aelavaine wrote:
The current war dec system is rubbish. It allows PvPers to impose their play style on others.


I'm sorry, but what game are we playing EVE or CCC (Cute Cuddly Critters)?

The very premise of the game is that you can impose your play style on others. If you choose to be helpless and ineffectual...that is your choice.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mike Azariah
The Scope
Gallente Federation
#79 - 2016-06-21 05:23:10 UTC
Teckos Pech wrote:
Aelavaine wrote:
The current war dec system is rubbish. It allows PvPers to impose their play style on others.


I'm sorry, but what game are we playing EVE or CCC (Cute Cuddly Critters)?

The very premise of the game is that you can impose your play style on others. If you choose to be helpless and ineffectual...that is your choice.


I happen to be a cute cuddly carebear. But I also agree that it would be nice to see the deccers have a bit more skin in the game whether it be a modification of Malcanis idea or Steves warsturcture concept that has been floated before,

Should hisec be safe? Hell no. BUT that should apply to those who make wardecs as well.

More skin

m

Mike Azariah  ┬──┬ ¯|(ツ)

Teckos Pech
Hogyoku
Goonswarm Federation
#80 - 2016-06-21 22:09:15 UTC
Mike Azariah wrote:
Teckos Pech wrote:
Aelavaine wrote:
The current war dec system is rubbish. It allows PvPers to impose their play style on others.


I'm sorry, but what game are we playing EVE or CCC (Cute Cuddly Critters)?

The very premise of the game is that you can impose your play style on others. If you choose to be helpless and ineffectual...that is your choice.


I happen to be a cute cuddly carebear. But I also agree that it would be nice to see the deccers have a bit more skin in the game whether it be a modification of Malcanis idea or Steves warsturcture concept that has been floated before,

Should hisec be safe? Hell no. BUT that should apply to those who make wardecs as well.

More skin

m


I would refer you to this post.

I think the real problem is a fundamental difference in the philosophy. While we can point out, as Malcanis does, that HS war deccing is to farm easy kills and one could argue is rather...low class or something along those lines. The other side, those getting decced, have a philosophy when it comes to the game that is 180 degrees at odds with the philosophy of the game.

Malcanis wrote:
Likewise, the defenders in general don't want non-consensual PvP at all, and they want CCP to just stop it (see the post directly after the one I made above, for example.)


That is always going to be a problem. For these players any measure short of making HS perfectly safe is just not good enough. It is why we have the "just one more nerf" phenomena. CCP nerfs and nerfs and nerfs, and yet we hear the same complaints. Over in the AFK cloaking thread despite a nerf to cynos via a nerf to jump range and fatigue people are still....still...whining about cynos.

And we won't get into the issue that in many cases these are people who make bad decisions in game. Repeatedly.

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