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Limit the amount of active War Decs for Alliances and Corps

Author
Iain Cariaba
#101 - 2016-12-13 04:47:03 UTC
Kami Lincoln wrote:
Iain Cariaba wrote:
chaosgrimm wrote:
Teckos Pech wrote:

There are no penalties to using the tools. The tools are not causing the war decs.

Correct, the penalty occurs when using the tools in conjuction with a corp full of indy toons i.e. low risk, high reward targets.

Kindly explain to us why low risk, high reward targets should no longer be viable targets.


Low risk high reward hahahaha. Sure the risk is low, which is why you flaunt about in expensive shiny ships like a peacock in heat - safe from any real pvp, but I fail to see how mining barges, industrials and t1 frigate are "high reward". All it does is pad your killboards and make you look like a tool.

Roll

Please follow the conversation before commenting.
Iain Cariaba
#102 - 2016-12-13 04:54:15 UTC  |  Edited by: Iain Cariaba
PopeUrban wrote:
Sooo, we're at 5 pages on yet another wardec thread.

Yet somehow nobody ever changes their mind about anything, everyone involved has semi-valid points that are too tainted with personal bias to have an objective discussion, and it has devolved in to an exercise in semantics and **** slinging that encourages CCP to completely ignore the topic altogether since there's not a clear majority to appease with any changes.

If it weren't for the gambling ban I'd start a pool on how many pages this gets to before a lock for being unproductive.

ISD sometimes lets these threads carry on for a while before they inevitably get locked. I've stopped bothering to report them as redundant because it doesn't seem to matter, and letting one thread ramble on for a few dozen pages does keep new threads like this from popping up.

What is boils down to is there are people who enjoy Dark Souls level of difficulty, and there are those who enjoy Skyrim on novice with liberal use of the console. The problem here is that people like the OP, who come into a game with Dark Souls difficulty and want their novice mode and 'tgm' console command.
Teckos Pech
Hogyoku
Goonswarm Federation
#103 - 2016-12-13 05:23:19 UTC  |  Edited by: Teckos Pech
chaosgrimm wrote:
Teckos Pech wrote:

There are no penalties to using the tools. The tools are not causing the war decs.

Correct, the penalty occurs when using the tools in conjuction with a corp full of indy toons i.e. low risk, high reward targets.
How could a corporation such as red frog put their freighter pilots in corp and not be wardec'd?
It's unavoidable, and they will not win any dec in a fleet of freighters.

So they take the practical route and just keep their freighters out of corp and an alt in corp, which is a penalty in its own right.



Look at it the other way:
Let's assume that a "hypothetical and perfectly designed system" was in place that only pure industry highsec corps could take advantage of, which prevented them from being wardec'd.

What impact would this hypothetical system have? You cant wardec red frog's freighters now, you wouldnt be able to wardec them after. The only difference is that they now have unfettered access to the in-game tools other corps can currently take full advantage of.

This is why I argue it is a design flaw. The only difference in the above scenario is that the corp gets the option to use corp tools on the same level as everyone else.


No, the various corp mechanics are irrelevant. Whether you use them or not has no impact on the problem you are pointing too. If we took those tools away it would not address the problem. If there were more tools added it would not address the problem.

As for your hypothetical/thought experiment it is 180 degrees in opposition to the very nature of this game. Avoiding wardecs should come with a cost. Red Frog does it by using OOC alts, most likely in NPC corps, although maybe not. This comes with a cost, those tools you are going on about. Quite possibly too low a cost.

And you keep missing a key element here. Corps like Red Frog can use those tools....they choose not too though. Choice is an awesome thing, stop trying to take it away.

Edit:

Also, you are wrong about risk vs. reward. Risk is not something that is just imposed by the game mechanics, but also by players. In fact, some players take on way too much risk, such players are called risk seeking. A player whose behavior is risk seeking should be the very last person to complain about risk and rewards. That is like an alcoholic complaining his liver is failing.

For example, if a player fits his mission ship with expensive officer modules he is increasing his risk of being ganked. You complain about his being ganked, but you ignore completely his risk seeking behavior. Why?

"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

Daichi Yamato
Jabbersnarks and Wonderglass
#104 - 2016-12-13 15:51:58 UTC
Kami Lincoln wrote:
Daichi Yamato wrote:
Kami Lincoln wrote:


If high sec corps could employ even a fraction of the defensive measures used in null... they wouldn't be high sec corps. You're kind of helping prove my point.


Specifically what methods and why can't high sec corps use them?


Numbers primarily. Coordination, skill points, pvp experience, and in the case of many industry players, combat skills of any kind also play a significant role in the disadvantages many players have going up against the sheer size, experience and resources these blanket war decers have..

I'm kind of confused why so many people seem to think the current war dec system is fine? Marmite has like 127 active wars lol. I would think if even 1/4 of those corps even put up half a fight, they wouldn't need to dec another 90 corps and alliances.

My corp just joined a new alliance last week and over the last weekend we've picked up an additional 4 wars including Ish-Stars, Marmite, and Vendetta.


Everything you've mentioned can be, and is, done in hi-sec.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

chaosgrimm
Synth Tech
#105 - 2016-12-13 17:59:00 UTC
Iain Cariaba wrote:
chaosgrimm wrote:
Teckos Pech wrote:

There are no penalties to using the tools. The tools are not causing the war decs.

Correct, the penalty occurs when using the tools in conjuction with a corp full of indy toons i.e. low risk, high reward targets.

Kindly explain to us why low risk, high reward targets should no longer be viable targets.


Their viability doesn't change.

I gave red frog as an example. Currently you cannot wardec their freighters as they are out of corp.
If the freighters were in corp and the corp could not be wardec'd you cannot wardec their freighters.
The only difference is that they get unfettered access to corp tools should they want it.
SurrenderMonkey
State Protectorate
Caldari State
#106 - 2016-12-13 18:04:59 UTC
chaosgrimm wrote:
Iain Cariaba wrote:
chaosgrimm wrote:
Teckos Pech wrote:

There are no penalties to using the tools. The tools are not causing the war decs.

Correct, the penalty occurs when using the tools in conjuction with a corp full of indy toons i.e. low risk, high reward targets.

Kindly explain to us why low risk, high reward targets should no longer be viable targets.


Their viability doesn't change.

I gave red frog as an example. Currently you cannot wardec their freighters as they are out of corp.
If the freighters were in corp and the corp could not be wardec'd you cannot wardec their freighters.
The only difference is that they get unfettered access to corp tools should they want it.



So you're saying people should just get all of the benefits, and none of the detriments, of being in a player corp? And that's your idea of "Balanced"?

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Kristal Rova
Imperial Shipment
Amarr Empire
#107 - 2016-12-13 18:09:18 UTC
Wardec is broken... What is the difference to wardec everyone on hisec and nullsec?

hi-sec works as high security only for corps that was not wardeced yet.

So many players in hi-sec prefer to stay in npc corps to not be in a wardec.

So what is the point? the game shouldn't incentive players to be in player corps?

This is a sandbox with rules. Like real life.. There is concord to punish criminals as there are police in real life. Should be legal to bribe the police to kill anyone you want?

CCP have briliant guys. I think they will think something good for both sides of this discussion.
chaosgrimm
Synth Tech
#108 - 2016-12-13 18:28:32 UTC
Teckos Pech wrote:


No, the various corp mechanics are irrelevant. Whether you use them or not has no impact on the problem you are pointing too. If we took those tools away it would not address the problem. If there were more tools added it would not address the problem.

As for your hypothetical/thought experiment it is 180 degrees in opposition to the very nature of this game. Avoiding wardecs should come with a cost. Red Frog does it by using OOC alts, most likely in NPC corps, although maybe not. This comes with a cost, those tools you are going on about. Quite possibly too low a cost.

And you keep missing a key element here. Corps like Red Frog can use those tools....they choose not too though. Choice is an awesome thing, stop trying to take it away.

Edit:

Also, you are wrong about risk vs. reward. Risk is not something that is just imposed by the game mechanics, but also by players. In fact, some players take on way too much risk, such players are called risk seeking. A player whose behavior is risk seeking should be the very last person to complain about risk and rewards. That is like an alcoholic complaining his liver is failing.

For example, if a player fits his mission ship with expensive officer modules he is increasing his risk of being ganked. You complain about his being ganked, but you ignore completely his risk seeking behavior. Why?


I don't think we are remotely talking about the same thing. To hopefully clarify, I'll try to adapt my points within the context of your post.

The smart decision for a freighters pilot is to stay out of the indy corp.
The risks of the corp out weight the usefulness in every highsec scenario.
As a result, many highsec indy pilots stay out of corp make their own single man corps to jump out of when dec'd

To me, this is poor design. The point of a corp is to bring people together, manage people conveniently, etc. But it is avoided due to the strings attached.

What standards do you use to rate the corp system as a good or bad design? How successful is it at achieving its purpose?
Teckos Pech
Hogyoku
Goonswarm Federation
#109 - 2016-12-13 18:47:01 UTC
chaosgrimm wrote:
Teckos Pech wrote:


No, the various corp mechanics are irrelevant. Whether you use them or not has no impact on the problem you are pointing too. If we took those tools away it would not address the problem. If there were more tools added it would not address the problem.

As for your hypothetical/thought experiment it is 180 degrees in opposition to the very nature of this game. Avoiding wardecs should come with a cost. Red Frog does it by using OOC alts, most likely in NPC corps, although maybe not. This comes with a cost, those tools you are going on about. Quite possibly too low a cost.

And you keep missing a key element here. Corps like Red Frog can use those tools....they choose not too though. Choice is an awesome thing, stop trying to take it away.

Edit:

Also, you are wrong about risk vs. reward. Risk is not something that is just imposed by the game mechanics, but also by players. In fact, some players take on way too much risk, such players are called risk seeking. A player whose behavior is risk seeking should be the very last person to complain about risk and rewards. That is like an alcoholic complaining his liver is failing.

For example, if a player fits his mission ship with expensive officer modules he is increasing his risk of being ganked. You complain about his being ganked, but you ignore completely his risk seeking behavior. Why?


I don't think we are remotely talking about the same thing. To hopefully clarify, I'll try to adapt my points within the context of your post.

The smart decision for a freighters pilot is to stay out of the indy corp.
The risks of the corp out weight the usefulness in every highsec scenario.
As a result, many highsec indy pilots stay out of corp make their own single man corps to jump out of when dec'd

To me, this is poor design. The point of a corp is to bring people together, manage people conveniently, etc. But it is avoided due to the strings attached.

What standards do you use to rate the corp system as a good or bad design? How successful is it at achieving its purpose?


Yes, the smart decision is to stay out of a player run corp if you want to fly around in a big expensive ship often full of lots of cargo worth lots of ISK. It is called being prudent--i.e. managing your risks. Being in a player run corp comes with benefits as well as costs. Game balance needs both, IMO. Now, if the costs are too high relative to the bonuses you find an alternative and the kind folks at CCP have given us that alternative: NPC corps. And like all things they come with benefits and costs. One of the benefits is immunity to wars. The costs...loss of easy functionality you get in a player run corp (shared hangars, corp emails, etc.).

What you want to do is:

Remove the costs of being in a player run corp and somehow apply only to your special snowflake subset of players you prefer--i.e. you are doing nothing more than promoting the interests of a special group...special interest group agendas are rarely if ever balanced. So right out of the box you have a bad position.

You also want to shield players from the downside of making imprudent decisions. However, that is not the way the game works. If you make a mistake or decide to take a large risk...you should face the downside of those actions. People should not be shielded from them.

I understand your argument, I just find it to be completely antithetical to the nature of the game. You want to have your cake and eat it too. That is not good game design...not for this game given its philosophy.

"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

Shae Tadaruwa
Science and Trade Institute
Caldari State
#110 - 2016-12-13 18:59:07 UTC
chaosgrimm wrote:
How could a corporation such as red frog put their freighter pilots in corp and not be wardec'd?
It's unavoidable, and they will not win any dec in a fleet of freighters.

So they take the practical route and just keep their freighters out of corp and an alt in corp, which is a penalty in its own right..

Rd frog are permawardecced and continue to operate just fine.

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Teckos Pech
Hogyoku
Goonswarm Federation
#111 - 2016-12-13 19:04:06 UTC
Kristal Rova wrote:
Wardec is broken... What is the difference to wardec everyone on hisec and nullsec?

hi-sec works as high security only for corps that was not wardeced yet.


In NS you are vulnerable to everyone who does not have blue standings (and sometimes not even then).

In HS, without a wardec you are much less vulnerable due to CONCORD.

In HS with a wardec you are vulnerable only to wartargets.

NS and HS during a war are not the same thing.

Quote:
So many players in hi-sec prefer to stay in npc corps to not be in a wardec.

So what is the point? the game shouldn't incentive players to be in player corps?

This is a sandbox with rules. Like real life.. There is concord to punish criminals as there are police in real life. Should be legal to bribe the police to kill anyone you want?

CCP have briliant guys. I think they will think something good for both sides of this discussion.


Yes, there should be a legal avenue for HS PvP (as in players shooting each other) and yes there should be a way for it to be non-consensual in the sense similar to war decs.

The current war dec system is not terribly good, most agree. The almost near universal reliance on mass war deccing is an unfortunate by-product of various nerfs to war decs, either directly or indirectly. Yes, Nevyn, it existed before these nerfs, but nobody has said mass war deccing did not exist in the past, you can stop beating that dead horse now.

Everything in Eve comes with trade offs. Join a player run corp you some benefits....and costs, one of which are war decs. However, war decs are not the horrifying thing many people make them out to be. Note, war dec corps and alliances do not go roaming around looking for you outside of trade hubs and the trade lanes. Stay off those and you'll most likely avoid war targets. You can mine, mission, and so forth by doing this. The risk is not zero, but it can be greatly reduced. This is assuming you just do not want to fight.

If you want to fight...well, if the war dec alliance has 127 active war decs, why not consider contacting some of the other corporations/alliances and see if any are interested in working together to fight. Yes, this may mean effort, but it can also mean fun, especially if you burn down some of the buggers. Best thing is if you force them into docking up and ship spinning they'll drop that war dec right quick.

"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

Jonah Gravenstein
Machiavellian Space Bastards
#112 - 2016-12-13 19:27:23 UTC  |  Edited by: Jonah Gravenstein
Shae Tadaruwa wrote:
chaosgrimm wrote:
How could a corporation such as red frog put their freighter pilots in corp and not be wardec'd?
It's unavoidable, and they will not win any dec in a fleet of freighters.

So they take the practical route and just keep their freighters out of corp and an alt in corp, which is a penalty in its own right..

Rd frog are permawardecced and continue to operate just fine.
That's a penalty according to chaosgrimm, unfettered access to corporation tools is much more important than being able to carry out business as normal because they use the corp as a front for NPC alts Roll

He doesn't appear to understand that the CCP provided corporation tools are basic and often arcane; or that they have been replicated and vastly improved by players and are freely available, whether you're in a player corp or not, to anybody that can be bothered to install them on their PC.

Some of the social groups in at least one of the NPC corps (CAS) use 3rd party corp management tools to organise their activities FFS, that's how freely available they are.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Teckos Pech
Hogyoku
Goonswarm Federation
#113 - 2016-12-13 20:02:31 UTC
Jonah Gravenstein wrote:
Shae Tadaruwa wrote:
chaosgrimm wrote:
How could a corporation such as red frog put their freighter pilots in corp and not be wardec'd?
It's unavoidable, and they will not win any dec in a fleet of freighters.

So they take the practical route and just keep their freighters out of corp and an alt in corp, which is a penalty in its own right..

Rd frog are permawardecced and continue to operate just fine.
That's a penalty according to chaosgrimm, unfettered access to corporation tools is much more important than being able to carry out business as normal because they use the corp as a front for NPC alts Roll

He doesn't appear to understand that the CCP provided corporation tools are basic and often arcane; or that they have been replicated and vastly improved by players and are freely available, whether you're in a player corp or not, to anybody that can be bothered to install them on their PC.

Some of the social groups in one of the NPC corps (CAS) use 3rd party corp management tools to organise their activities FFS, that's how freely available they are.


Right, most of us look at something like Redfrog and say, "Hey, look they adpated and came up with a solution to their problem." Chaosgrimm et. al. look and say, "That's terrible, it is so unbalanced. Oh and BTW, can I be exempt from wardecs?"

"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

chaosgrimm
Synth Tech
#114 - 2016-12-13 23:32:36 UTC  |  Edited by: chaosgrimm
Teckos Pech wrote:


Right, most of us look at something like Redfrog and say, "Hey, look they adpated and came up with a solution to their problem." Chaosgrimm et. al. look and say, "That's terrible, it is so unbalanced. Oh and BTW, can I be exempt from wardecs?"


Your interpretation skills are troubling, you could always ask me to clarify if you dont understand something. I wont bite.
Red Frog's Freighters are already exempt from wardecs.

You also did not answer my previous question. What metrics would you use to determine whether or not the existing corporate design is a good one?


To reiterate my stance on this, I will give you another example.
Let's say I design and write a fitting tool.
My target audience is anyone who wants to experiment with fits. When I design the application, I need to remember my target audience and keep their needs into account.

If it's completely command line, the less technical potential users probably couldnt use it. It would be a poor design choice.
If didnt take industry stats into account, industry folks might be able to view data models and perform the calculations themselves if they really had to, but if industry folks start complaining about the lack of industry support, it is my fault for not taking their needs into consideration as they were clearly a part of my target audience. It would be inappropriate for me to blame the users for not being able to calculate it based on the models provided. These users who have used other fitting tools in the past, such as EFT and Pyfa (my personal favorite) expect a certain amount of support that I just didnt provide.

I believe (which is admittedly assumption), that ccp created corporations to encourage social aspects of the game such as grouping up and working together. While the corporation systems works well for many users, esp null, it doesnt work well for industry pilots in highsec. Some corps just use alternatives, websites, sacrificing character slots, etc to be able to use replace the feature that is normally standard in mmos. Others replace the game entirely.

If you believe like I do that ccp spent development on a corporation system, so that players would form corporations and actually make use of the system they spent time and money developing, you also must admit that the design clearly does not support all of the players it was meant to support.
Iain Cariaba
#115 - 2016-12-14 00:41:55 UTC
chaosgrimm wrote:
I believe (which is admittedly assumption), that ccp created corporations to encourage social aspects of the game such as grouping up and working together. While the corporation systems works well for many users, esp null, it doesnt work well for industry pilots in highsec. Some corps just use alternatives, websites, sacrificing character slots, etc to be able to use replace the feature that is normally standard in mmos. Others replace the game entirely.

The corporation system is an organizational system that utilizes the tools that actually provide the social aspects of the game. It is entirely possible to create entire social groups that don't exist in the game at all other than a common chat channel and fleets. When I run incursions, the chat channels and the fleet I'm in are the only way I'm at all affiliated with anyone I'm running with. Everything else is third party applications and websites.

Why are you unable to do this as well?
Teckos Pech
Hogyoku
Goonswarm Federation
#116 - 2016-12-14 00:53:19 UTC
chaosgrimm wrote:

Your interpretation skills are troubling, you could always ask me to clarify if you dont understand something. I wont bite.
Red Frog's Freighters are already exempt from wardecs.

You also did not answer my previous question. What metrics would you use to determine whether or not the existing corporate design is a good one?


Your inability to grasp the fundamental nature of the game and understand concepts like risk vs. reward being a player driven dynamic is also troubling.

As for the corporations I don't see how any answer is even relevant because as soon as a war dec happens why the cost is too burdensome.

Quote:
To reiterate my stance on this, I will give you another example.
Let's say I design and write a fitting tool.
My target audience is anyone who wants to experiment with fits. When I design the application, I need to remember my target audience and keep their needs into account.

If it's completely command line, the less technical potential users probably couldnt use it. It would be a poor design choice.
If didnt take industry stats into account, industry folks might be able to view data models and perform the calculations themselves if they really had to, but if industry folks start complaining about the lack of industry support, it is my fault for not taking their needs into consideration as they were clearly a part of my target audience. It would be inappropriate for me to blame the users for not being able to calculate it based on the models provided. These users who have used other fitting tools in the past, such as EFT and Pyfa (my personal favorite) expect a certain amount of support that I just didnt provide.

I believe (which is admittedly assumption), that ccp created corporations to encourage social aspects of the game such as grouping up and working together. While the corporation systems works well for many users, esp null, it doesnt work well for industry pilots in highsec. Some corps just use alternatives, websites, sacrificing character slots, etc to be able to use replace the feature that is normally standard in mmos. Others replace the game entirely.

If you believe like I do that ccp spent development on a corporation system, so that players would form corporations and actually make use of the system they spent time and money developing, you also must admit that the design clearly does not support all of the players it was meant to support.


Corporations are the same for everyone. The idea of creating different corporation mechanics would almost sure lead to abuse. This has been the general pattern whenever CCP has tried to cater to a subset of players. They tried to cater to new players reducing pre-allocated SP when creating characters and doubling training times. Older more established players who understood the SP system far better than the new players were using it to get characters into various ships/roles quickly and efficiently. Thus, the older players benefited to a greater extent than the new players.

In fact, this kind of reasoning lead to Malcanis' stating what has become known as Malcanis' law:

Quote:
"Whenever a mechanics change is proposed on behalf of 'new players', that change is always to the overwhelming advantage of richer, older players."--Malcanis


Malcanis then generalized his law,

Quote:
"Any change that is made to privilege a specific group in an open, classless game will invariably be to the greater benefit of older, richer, more experienced players"--Malcanis


In short, that corporations are the same for all groups of players is a good thing, and your argument is very suspect. It is suspect because it is unlikely to provide the benefits you think they will and may very well be used to the detriment of what preferred group you are arguing for. This point was made early on in this thread and you just did not grasp it.

More from the article by Malcanis,

Quote:
In short: special treatment will always be exploitable. If you want to see the game experience for your pet demographic improved, be that new players, ninja salvagers, gas miners, or whoever, then it is invariably true that they only way to make sure that they don't get less benefit out of the change than those old rich guys is to make sure that there are no special exemptions, no special treatments, no privileges. Because those old rich high-SP guys are always going to be the ones with the game knowledge, the investment capital, the spare time, the contacts, the pre-existing skills, the ships purchased and ready to go and so on who can best exploit any newly introduced imbalance. No matter how tempting it is to advocate "just one" little special sanctuary, a "merely temporary" privilege, no matter how deserving the intended receipients, these players will be lurking like Nile Crocodiles just below the surface of the cool, tempting waters of favourable treatment.--Malcanis


Yes, I am not addressing your design arguments directly. Contrary to your claims, I get your argument. It is an old, tired, and wrong headed argument for this game. Maybe it would work in other games that have more restrictions on player behavior/actions, but this game is very open. I am instead attacking the philosophical basis of your argument...the weak foundation on which your argument rests. Your suggestions cannot produce balance because somebody, probably lots of somebodies, will exploit the **** out of it.

Further, most of the people responding to you don't care about the loss of corp mechanics because most of us have moved well beyond that stuff. We have numerous modes of communication OOG so that even if the game is offline we can still communicate if necessary.

"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

Iain Cariaba
#117 - 2016-12-14 01:18:21 UTC
Teckos Pech wrote:
Further, most of the people responding to you don't care about the loss of corp mechanics because most of us have moved well beyond that stuff. We have numerous modes of communication OOG so that even if the game is offline we can still communicate if necessary.

Pretty much. As I currently have alts residing in nullsec, losing the corporation system would give me a headache while I dealt with my personal standings on those alts, but other than that would have zero impact on me.
chaosgrimm
Synth Tech
#118 - 2016-12-14 02:47:08 UTC  |  Edited by: chaosgrimm
Teckos Pech wrote:

...
As for the corporations I don't see how any answer is even relevant because as soon as a war dec happens why the cost is too burdensome.
...
Yes, I am not addressing your design arguments directly.


It is bad design.

You don't share your standards for design, because you don't have any or you fear you are wrong. You can't think for yourself, which is also my evident from you adding quotes to your response lol.

Do share. if you think the design is good as a whole, why?
What changes would need to be made to the system for you to consider it poor design and why?

It's easy to think yourself to be right when you don't define wrong.

For highsec indy, the corp system isn't risk v reward. It's just risk, so it gets replaced
Teckos Pech
Hogyoku
Goonswarm Federation
#119 - 2016-12-14 05:25:32 UTC
chaosgrimm wrote:
Teckos Pech wrote:

...
As for the corporations I don't see how any answer is even relevant because as soon as a war dec happens why the cost is too burdensome.
...
Yes, I am not addressing your design arguments directly.


It is bad design.

You don't share your standards for design, because you don't have any or you fear you are wrong. You can't think for yourself, which is also my evident from you adding quotes to your response lol.

Do share. if you think the design is good as a whole, why?
What changes would need to be made to the system for you to consider it poor design and why?

It's easy to think yourself to be right when you don't define wrong.

For highsec indy, the corp system isn't risk v reward. It's just risk, so it gets replaced



No, it is acceptable design because you just don't understand the game. My standards are that you cannot design things for specific groups as they will be abused and exploited. Your notion that there should be industrial corps and other corps just won't fly without further restrictions on the game--i.e. changing the game fundamentally.

And again you demonstrate your stunning ignorance on the concept of risk vs. reward. You can influence the counter parties risk/reward by changing your own behavior. That has been my point in the freighter ganking discussions which of course very few seem to get. If you take on excessive risk you really have nobody to blame but yourself.

If you want to minimize your risk due to war decs there are things you can do to mitigate that risk. If you are unwilling to fight a war dec, then perhaps you should consider those options.

"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

SurrenderMonkey
State Protectorate
Caldari State
#120 - 2016-12-14 06:33:54 UTC
chaosgrimm wrote:
Teckos Pech wrote:

...
As for the corporations I don't see how any answer is even relevant because as soon as a war dec happens why the cost is too burdensome.
...
Yes, I am not addressing your design arguments directly.


It is bad design.

You don't share your standards for design, because you don't have any or you fear you are wrong. You can't think for yourself, which is also my evident from you adding quotes to your response lol.

Do share. if you think the design is good as a whole, why?
What changes would need to be made to the system for you to consider it poor design and why?

It's easy to think yourself to be right when you don't define wrong.

For highsec indy, the corp system isn't risk v reward. It's just risk, so it gets replaced


As a long-time highsec industrialist, I find most of what you have to say about "highsec indy" to be fairly laughable, which makes it pretty unfortunate that you've appointed yourself our representative.Roll I think I would like to see a resume.

As it is right now, I can easily navigate my way around war decs. Some other high-sec indy players - my competition - clearly struggle with this (which we can assert with a fair degree of confidence merely because threads like this one exist).

The existing system creates stratification between me and a portion of my competitors based on our respective ability to manage our risk. If they're camped into a station by a war dec, they're not building things and bringing them to market, and I have fewer competitors.

Explain, if you would, how I would benefit from your thoughts on corp design and wars, which would effectively eliminate that entire set of concerns which I have learned to cope with, and others have not.

There are definitely aspects of corp mechanics that are really poor for industrial play, but most of them pertain to internal risk factors - not external ones.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/