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Wardecs Need a Revamp

First post
Author
Kami Lincoln
Ministry of War
Amarr Empire
#101 - 2016-12-29 03:24:01 UTC
Ok, so I've been thinking since yesterday I didn't have any solutions to the issue we've been discussing. What we need is incentives to get people into PVP while not discouraging newer players from getting invested in the game to begin with - all the while keeping high sec PVP viable. More social interactions and incentives to group up with others is also always welcome. So what about a tiered corporation system? I thought this up in standstill traffic so bare with me.

Similar to security status player characters have something called notoriety, which only effects the player corporations they join. Corporations would have a notoriety rating (comprised of the ratings of all its members to avoid abuse) which effects the corporation in several ways,

A lower notoriety:
Cannot have as many active one sided wars levied against it. There could also be a cool-down on Wars from the same corps for the first 30-60 days from when the corp is created. However you get little to no bonuses for being a part of that corp. So if you chose not to get involved in PVP. You can still have a corporation and you have some protections, but you're at a disadvantage to a corp that does get involved - overall it's not much better than an NPC corp.

A higher notoriety:
Which can be raised by your kills/ losses, maybe how old your character is, the quality of your kills, the amount of mutual Wars your corp gets involved in, etc. The higher the rating larger a corp can grow, the more active wars it can be involved in, the more attention it attracts and the more bonuses become available, could be across the board - maybe a 5% increase in mining yield, decrease in market tax, loyalty points, mission rewards, etc.

Additional protections from abuse can also include cool-downs after quitting corporations frequently to prevent people from corp hopping.

Advantages to this include:

•People will obviously want to increase their corp rating regardless as to what their corp actively does it for nothing else but the bonuses.
•Small corps that are still learning will have some protections - but not immunity to larger corp war decs.
•It incentivizes people to group in larger corps instead of solo play - could be a negative for some.
•It encourages people to get involved and learn pvp.
•More targets for everyone.
•Gets people invested in corps and out of npc corps - which provide nothing but protection from war decs.
•More incentives to do PVE - more people to hunt who are doing PVE.

Some negatives:

•It can punish people who want nothing to do with PVP and solo players.
•Possibilities for abuse? Needs more details.
•?

It's not perfect, but you catch more flies with honey. Imposing ridiculous restrictions doesn't help and doing nothing is just as counterproductive. So what do you people think? Too much? Too complicated? On the right track?
Teckos Pech
Hogyoku
Goonswarm Federation
#102 - 2016-12-29 04:56:22 UTC
Kami Lincoln wrote:
Ok, so I've been thinking since yesterday I didn't have any solutions to the issue we've been discussing. What we need is incentives to get people into PVP while not discouraging newer players from getting invested in the game to begin with - all the while keeping high sec PVP viable. More social interactions and incentives to group up with others is also always welcome. So what about a tiered corporation system? I thought this up in standstill traffic so bare with me.

Similar to security status player characters have something called notoriety, which only effects the player corporations they join. Corporations would have a notoriety rating (comprised of the ratings of all its members to avoid abuse) which effects the corporation in several ways,

A lower notoriety:
Cannot have as many active one sided wars levied against it. There could also be a cool-down on Wars from the same corps for the first 30-60 days from when the corp is created. However you get little to no bonuses for being a part of that corp. So if you chose not to get involved in PVP. You can still have a corporation and you have some protections, but you're at a disadvantage to a corp that does get involved - overall it's not much better than an NPC corp.

A higher notoriety:
Which can be raised by your kills/ losses, maybe how old your character is, the quality of your kills, the amount of mutual Wars your corp gets involved in, etc. The higher the rating larger a corp can grow, the more active wars it can be involved in, the more attention it attracts and the more bonuses become available, could be across the board - maybe a 5% increase in mining yield, decrease in market tax, loyalty points, mission rewards, etc.

Additional protections from abuse can also include cool-downs after quitting corporations frequently to prevent people from corp hopping.

Advantages to this include:

•People will obviously want to increase their corp rating regardless as to what their corp actively does it for nothing else but the bonuses.
•Small corps that are still learning will have some protections - but not immunity to larger corp war decs.
•It incentivizes people to group in larger corps instead of solo play - could be a negative for some.
•It encourages people to get involved and learn pvp.
•More targets for everyone.
•Gets people invested in corps and out of npc corps - which provide nothing but protection from war decs.
•More incentives to do PVE - more people to hunt who are doing PVE.

Some negatives:

•It can punish people who want nothing to do with PVP and solo players.
•Possibilities for abuse? Needs more details.
•?

It's not perfect, but you catch more flies with honey. Imposing ridiculous restrictions doesn't help and doing nothing is just as counterproductive. So what do you people think? Too much? Too complicated? On the right track?


You know, I think that the more you shield players from PvP the less social interactions they'll feel they need and the sooner they quit the game.

Oh and look CCP's own research points in that direction too.

https://www.youtube.com/watch?v=A92Ge2S8M1Y

"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

Ralph King-Griffin
New Eden Tech Support
#103 - 2016-12-29 05:09:26 UTC
Issue : mechanical restrictions encourage conglomeration of PvP oriented players into large scale , unassailable professional millitary entities. Mechanics limit said entities ability to direct wars and thus encourage massing in and around tradehubs and choke points. Further conglomeration follows to facilitate ease of operations and to absorb costs.

Add more restrictive mechanics, see what happens.

As of now a small gang PvP Merc corp has to be able stand pressure from a targeted war from someone like us or a blanket Barr from the hub's from someone like vendetta or pirat, if they don't they then get ground into the mud.

We need an environment where by those small gang groups can operate and grow because those are the lads you can beat.
Those are the lads you can slap about without incurring the wrath of a group whom you have no hope.

No one rules forever, the large groups will break up with time but if the parts that fall off can't operate autonomously they will just form a new big group.
We've seen this time an again year after year.

Kami Lincoln
Ministry of War
Amarr Empire
#104 - 2016-12-29 05:47:12 UTC
Teckos Pech wrote:
Kami Lincoln wrote:
Ok, so I've been thinking since yesterday I didn't have any solutions to the issue we've been discussing. What we need is incentives to get people into PVP while not discouraging newer players from getting invested in the game to begin with - all the while keeping high sec PVP viable. More social interactions and incentives to group up with others is also always welcome. So what about a tiered corporation system? I thought this up in standstill traffic so bare with me.

Similar to security status player characters have something called notoriety, which only effects the player corporations they join. Corporations would have a notoriety rating (comprised of the ratings of all its members to avoid abuse) which effects the corporation in several ways,

A lower notoriety:
Cannot have as many active one sided wars levied against it. There could also be a cool-down on Wars from the same corps for the first 30-60 days from when the corp is created. However you get little to no bonuses for being a part of that corp. So if you chose not to get involved in PVP. You can still have a corporation and you have some protections, but you're at a disadvantage to a corp that does get involved - overall it's not much better than an NPC corp.

A higher notoriety:
Which can be raised by your kills/ losses, maybe how old your character is, the quality of your kills, the amount of mutual Wars your corp gets involved in, etc. The higher the rating larger a corp can grow, the more active wars it can be involved in, the more attention it attracts and the more bonuses become available, could be across the board - maybe a 5% increase in mining yield, decrease in market tax, loyalty points, mission rewards, etc.

Additional protections from abuse can also include cool-downs after quitting corporations frequently to prevent people from corp hopping.

Advantages to this include:

•People will obviously want to increase their corp rating regardless as to what their corp actively does it for nothing else but the bonuses.
•Small corps that are still learning will have some protections - but not immunity to larger corp war decs.
•It incentivizes people to group in larger corps instead of solo play - could be a negative for some.
•It encourages people to get involved and learn pvp.
•More targets for everyone.
•Gets people invested in corps and out of npc corps - which provide nothing but protection from war decs.
•More incentives to do PVE - more people to hunt who are doing PVE.

Some negatives:

•It can punish people who want nothing to do with PVP and solo players.
•Possibilities for abuse? Needs more details.
•?

It's not perfect, but you catch more flies with honey. Imposing ridiculous restrictions doesn't help and doing nothing is just as counterproductive. So what do you people think? Too much? Too complicated? On the right track?


You know, I think that the more you shield players from PvP the less social interactions they'll feel they need and the sooner they quit the game.

Oh and look CCP's own research points in that direction too.

https://www.youtube.com/watch?v=A92Ge2S8M1Y


The idea was meant as incentive to pvp and to give high-sec corps more of a purpose, not to shield players from it. Which part are you referring to? The one about the cooldowns for new corps for a limited time?
Ralph King-Griffin
New Eden Tech Support
#105 - 2016-12-29 05:58:04 UTC  |  Edited by: Ralph King-Griffin
One thing you have to take into account is the inverse of the malikanis law, any and all restrictions you place on larger groups, effect the smaller ones.

If you're looking to restrict us, you do so to your own ability to wage war upon us,
whom would you suppose can leverage experience , internal structure, motivations and determination to addapt and optimise ?
We do so currently, and there is a big gulf between dedicated Merc community and the average corp as it stands,
take care not to widen it further.
Geronimo McVain
The Scope
Gallente Federation
#106 - 2016-12-29 09:30:36 UTC
Teckos Pech wrote:
Please think through your ideas a bit before posting them. Think, "How could I abuse this mechanic?" and "What might be the consequences of this mechanic?"

For example, if I wanted to avoid wardecs and run logistics operations for a NS alliance I'd do it by having OOA corporations with a size limit and create as many as I needed. There, now my HS logistics side is wardec proof and I get the benefits of that come with having player run corporations vs. having everyone scattered through a bunch of NPC corps without things like corp hangars. Were you intending to help this group of long time and experienced and rich players with this gift?

Who said that you should be immune to Wardecc. I said that you should be on cooldown obviously from the deccing corp after a wardec. That doesn't mean other corps can't dec you.
My idea is a fee from 50M to 200M which doubles every week. The smaller the corp the higher the price.


Teckos Pech wrote:
If I were interested in a HS industry corp and my members did not want to fight, I'd see this change (wardecs tied to corp size) as pretty much a hard barrier on corp membership. Once we hit that limit that's it no new members. Current member brings a buddy into game...sorry, he can't join we'd get wardecced and since we aren't going to fight, nope he'll have to find another corporation. Were you intending this effect?
Nope and it will be no effect because there will be no hard lkimit that shelters you from wardecs. It's just that the price gets lower when you have more members so it's easier to dec you while you gain people for an defense.

Teckos Pech wrote:
And lastly put the moral high horse away. What people want to do in game is none of your business, and generally not any of CCP's business (unless the players are breaking the very short list of rules CCP has set forth). That is your last enumerated points are irrelevant. "Farming" other players is irrelevant. This is a sandbox, do what you will so long as it conforms the limited list of rules CCP has set down.
So why do you need wardecs? You can always suicide gank anyone: CCP does stop you only in starter systems. Wardecs are a mechanic that reduces the costs for the attacker, nothing more. And something like this is up to the debate if it is destructive to the playerbase or not. You are totally disregarding the point that you can kill anyone, anytime, anywhere in EVE. If you don't want to pay the price that comes with killing in HS that's no game breaking thing cause there are gigantic areas where you can do so.
Teckos Pech
Hogyoku
Goonswarm Federation
#107 - 2016-12-29 20:12:10 UTC  |  Edited by: Teckos Pech
Geronimo McVain wrote:
Teckos Pech wrote:
Please think through your ideas a bit before posting them. Think, "How could I abuse this mechanic?" and "What might be the consequences of this mechanic?"

For example, if I wanted to avoid wardecs and run logistics operations for a NS alliance I'd do it by having OOA corporations with a size limit and create as many as I needed. There, now my HS logistics side is wardec proof and I get the benefits of that come with having player run corporations vs. having everyone scattered through a bunch of NPC corps without things like corp hangars. Were you intending to help this group of long time and experienced and rich players with this gift?

Who said that you should be immune to Wardecc. I said that you should be on cooldown obviously from the deccing corp after a wardec. That doesn't mean other corps can't dec you.
My idea is a fee from 50M to 200M which doubles every week. The smaller the corp the higher the price.


Teckos Pech wrote:
If I were interested in a HS industry corp and my members did not want to fight, I'd see this change (wardecs tied to corp size) as pretty much a hard barrier on corp membership. Once we hit that limit that's it no new members. Current member brings a buddy into game...sorry, he can't join we'd get wardecced and since we aren't going to fight, nope he'll have to find another corporation. Were you intending this effect?
Nope and it will be no effect because there will be no hard lkimit that shelters you from wardecs. It's just that the price gets lower when you have more members so it's easier to dec you while you gain people for an defense.

Teckos Pech wrote:
And lastly put the moral high horse away. What people want to do in game is none of your business, and generally not any of CCP's business (unless the players are breaking the very short list of rules CCP has set forth). That is your last enumerated points are irrelevant. "Farming" other players is irrelevant. This is a sandbox, do what you will so long as it conforms the limited list of rules CCP has set down.
So why do you need wardecs? You can always suicide gank anyone: CCP does stop you only in starter systems. Wardecs are a mechanic that reduces the costs for the attacker, nothing more. And something like this is up to the debate if it is destructive to the playerbase or not. You are totally disregarding the point that you can kill anyone, anytime, anywhere in EVE. If you don't want to pay the price that comes with killing in HS that's no game breaking thing cause there are gigantic areas where you can do so.


Cool downs can be abused too as I pointed out. I'd deliberately dec my own corp/alliance, let it expire boom, war dec free cool down.

Trying to balance wardecs on ISK has not worked. If anything it has helped create the larger wardec alliances and yet it will cause some corps to impose limits on corp membership. What you are proposing will most likely take the form of a "step function" and as such various corporations may decide to stop at a given step.

Frankly, removing wardecs is a possibility since Malcanis' thought experiment with the war bond shows that the problem is that there are those who want to PvP and those that don't and never the twain shall meet, as the phrase goes. Neither side would agree to something like the war bond. However, I would argue you need to provide for another mechanic so that HS PvP would take its place. Less HS PvP is likely going to be bad for the game.

Personally, if we could (and I don't think we can go back to this), they way things were before the wardec changes (say 2008) were not too bad. There was not as much mass wardeccing, there were alot more 2, 3, 4, etc. man corps engaged in wardecs. Those getting decced had a much easier time, IMO. You could find some allies and go up against these smaller guys and hope to "win".

Now...now you got these wardec alliances with like 150 pilots. Even if they have an average of 3 alts that is 50 guys. And chances are there will be 5-10 guys on at a time, and with 3 alts (assuming 2 are combat capable and/or logistics capable) that means 10-20 pilots online. Now a 5 or 5 man industry corp is pretty much screwed. And trying to find enough allies is a daunting task. No, really. People in HS wardec corps/alliances might scoff, but if you read about the logic of collective action this is a problem.

War dec corporations are already well defined cohesive groups. Your targets are not. So they have to organize, but each one has a strong incentive to let "the others fight for them". That way they incur minimal losses and get the benefits. The larger the group you have to organize in this manner the harder it is to organize.

In short, we are looking at nice plate of CCP **** up...uhgain.

"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

rahmat mirko
Wolf Pack Aquisition and Consulting
#108 - 2017-01-01 16:15:59 UTC  |  Edited by: rahmat mirko
So the cool down idea has some holes in it. That has been made clear bay many of the responses. Here is another idea. If a wardec is you paying Concord to look the other way while you blow people up. Shouldn't I be able to pay them to do their job again? What if you could buy out a wardec? It would have to be expensive, like twice or three times the cost they paid to attack you. I really don't know. I want to come up with an idea that lets people that want to fight, fight all they want but let people that don't want to fight have some way to get away from a wardec at least for a while. I don't have a problem with wardecs as a whole, I have a problem with eternal unwatned wardecs. The current system of "I know you don't want to and probably can't fight back, so I am gonna wardec you forever." Is very frustrating.
Turgun
Warcrows
THE OLD SCHOOL
#109 - 2017-01-01 16:20:50 UTC
War deck corps who have most of their kills in jita or other trade hubs should be charged more; empire factions wouldnt want to see other peoples dirty laundry on their doorstep let alone in public view on the gate, its bad for business. Maybe some sort of tax based on a percentage of how many people visit jita as a type of bribe; many here would likely say bad idea but i think were all a little tired of the "elite wardeck pvper'' who basically runs for cover when anything even remotely challenging comes along. To be quite frank i think its a bit bad for the game to have some guy sit on a gate with 5 or 6 accounts and half of his fleet cant even be attacked or countered because thier not at war... yes i know i can do the same but.. target will deagress and jump gate springs to mind and it is by far the most irritating kind of warfare. Most camps on the pipe will have at least two neutral logi hanging around, that means a solo player has to put out an extra large amount of dps.. and he cant even start by shooting the primary targets (logi).. its rather annoying you cant bounce them off gate with a command destroyer i must admit..
Daichi Yamato
Jabbersnarks and Wonderglass
#110 - 2017-01-01 17:44:01 UTC
rahmat mirko wrote:
So the cool down idea has some holes in it. That has been made clear bay many of the responses. Here is another idea. If a wardec is you paying Concord to look the other way while you blow people up. Shouldn't I be able to pay them to do their job again? What if you could buy out a wardec? It would have to be expensive, like twice or three times the cost they paid to attack you. I really don't know. I want to come up with an idea that lets people that want to fight, fight all they want but let people that don't want to fight have some way to get away from a wardec at least for a while. I don't have a problem with wardecs as a whole, I have a problem with eternal unwatned wardecs. The current system of "I know you don't want to and probably can't fight back, so I am gonna wardec you forever." Is very frustrating.


So older rich players are undeccable, but anyone looking to wardec someone can still choose the new and poorer players? In fact the only people they can dec will probably be newer and poorer players.

Players that don't want to fight are isolating themselves. They DO NOT STICK AROUND. Even when they are not attacked by other players, even when they go into a pve corp, they don't talk to eachother, don't play with each other. They just level up their raven and quit. Rather than protect the kind of players that are going to leave anyways, try and foster pvp from the players beginning. Wardecs used to be the pvp paddling pool for noobs, and retention was much better then.

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

Ralph King-Griffin
New Eden Tech Support
#111 - 2017-01-01 23:17:00 UTC
Turgun wrote:
War deck corps who have most of their kills in jita or other trade hubs should be charged more; empire factions wouldnt want to see other peoples dirty laundry on their doorstep let alone in public view on the gate, its bad for business. Maybe some sort of tax based on a percentage of how many people visit jita as a type of bribe; many here would likely say bad idea but i think were all a little tired of the "elite wardeck pvper'' who basically runs for cover when anything even remotely challenging comes along. To be quite frank i think its a bit bad for the game to have some guy sit on a gate with 5 or 6 accounts and half of his fleet cant even be attacked or countered because thier not at war... yes i know i can do the same but.. target will deagress and jump gate springs to mind and it is by far the most irritating kind of warfare. Most camps on the pipe will have at least two neutral logi hanging around, that means a solo player has to put out an extra large amount of dps.. and he cant even start by shooting the primary targets (logi).. its rather annoying you cant bounce them off gate with a command destroyer i must admit..


I'd love it if you could use a targeted script for that module, much like with a hic, so you can grab a valid target by the scruff of his neck ,drag him away from the undock and do unpleasant things to him.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#112 - 2017-01-01 23:53:05 UTC  |  Edited by: Scipio Artelius
Geronimo McVain wrote:
So why do you need wardecs? You can always suicide gank anyone: ...

1. How does anyone destroy a POCO, Citadel or POS without access to wardecs?

2. How do highsec players, that require good sec status in order not to be attacked by NPCs, manage to fight for what they want and believe in if they don't have access to wardecs and instead have to hand out killrights and destroy their security status just to affect their competition?

3. Why should anyone have to gank at all?
Teckos Pech
Hogyoku
Goonswarm Federation
#113 - 2017-01-02 00:05:10 UTC
rahmat mirko wrote:
So the cool down idea has some holes in it. That has been made clear bay many of the responses. Here is another idea. If a wardec is you paying Concord to look the other way while you blow people up. Shouldn't I be able to pay them to do their job again? What if you could buy out a wardec? It would have to be expensive, like twice or three times the cost they paid to attack you. I really don't know. I want to come up with an idea that lets people that want to fight, fight all they want but let people that don't want to fight have some way to get away from a wardec at least for a while. I don't have a problem with wardecs as a whole, I have a problem with eternal unwatned wardecs. The current system of "I know you don't want to and probably can't fight back, so I am gonna wardec you forever." Is very frustrating.


Again we are seeing the point Malcanis has raised. Some people just do not want that kind of PvP at all. So you might as well come clean and just say you want to change the fundamental nature of this PvP-centric game--i.e. you no longer want the sandbox.

"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

Andlaust
#114 - 2017-01-02 00:10:29 UTC
rahmat mirko wrote:
The current system of "I know you don't want to and probably can't fight back, so I am gonna wardec you forever." Is very frustrating.

Roll

Then learn to fight back. I mean, if they're as risk averse as you claim, it should be pretty easy to drive them off by shooting back.

Why should you be allowed to harvest whatever resources you're harvesting without any risk to yourself?

Have you seen my soul?

Teckos Pech
Hogyoku
Goonswarm Federation
#115 - 2017-01-02 00:12:43 UTC
Andlaust wrote:
rahmat mirko wrote:
The current system of "I know you don't want to and probably can't fight back, so I am gonna wardec you forever." Is very frustrating.

Roll

Then learn to fight back. I mean, if they're as risk averse as you claim, it should be pretty easy to drive them off by shooting back.

Why should you be allowed to harvest whatever resources you're harvesting without any risk to yourself?


I would be curious to see how many of these "we've been perma-decced" are in fact feeding their war targets nice kills on a routine basis.

"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
#116 - 2017-01-02 00:37:33 UTC
Me too.

When I've been decced i try to herd the cats together, get them into t1 cruisers at least and see what we can shoot. Aside from staying docked up when faced with the odd T2/T3/vindi gang with logi alts nearby, i generally take fights with my kitchen sink outfits.

We often lose more than we kill, but it doesn't cost us much and, for whatever reason, I've never had a corp dec me for more than two weeks. So i really don't know what you have to do to be 'perma-decced'.

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

Andlaust
#117 - 2017-01-02 01:57:44 UTC
Daichi Yamato wrote:
So i really don't know what you have to do to be 'perma-decced'.

I do.

Have an attitude like OP's.

Have you seen my soul?

Ralph King-Griffin
New Eden Tech Support
#118 - 2017-01-02 02:04:48 UTC
Andlaust wrote:
Daichi Yamato wrote:
So i really don't know what you have to do to be 'perma-decced'.

I do.

Have an attitude like OP's.

Yup, mouthing off will get you on the shitlist quickly.
Teckos Pech
Hogyoku
Goonswarm Federation
#119 - 2017-01-02 08:08:10 UTC
Ralph King-Griffin wrote:
Andlaust wrote:
Daichi Yamato wrote:
So i really don't know what you have to do to be 'perma-decced'.

I do.

Have an attitude like OP's.

Yup, mouthing off will get you on the shitlist quickly.


Ahhh the fine art of diplomacy...

"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