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nullsec and lowsec // carebear systems

Author
Quinn Hatfield
The Scope
Gallente Federation
#61 - 2017-02-22 15:12:53 UTC  |  Edited by: Quinn Hatfield
Amojin wrote:
Cade Windstalker wrote:
Amojin wrote:
Hinrika wrote:
So can anyone here explain to me why there is a local channel in nullsec and lowsec? You can just see anyone who enters the solarsystem, even if he is cloaked or doesn't say a word? It's not realistic and removes alot of the fun from the game, having a safe haven for carebears.

I like wormholes, why can't K-space be like wormholes? It makes more sense and adds excitement and dangers.



Well, tbh, your only answer is going to come from sci-fi, since your ship is really a bit farther out, even if the same size as an asteroid.

In sci-fi, the energy your ship is producing is like a neon light. If you coast in, your mass is detectable several hours later because it does affect the orbit of any asteroids in range of the ships' sensors.

They sure won't know who or what you are, until you're a lot closer, but if you are giving off a lot of energy, which you would be, life-support, you know, heating, air, all that... Well, yeah, in theory you would be detected, but not identified.


The actual lore answer here is that you appear in Local because of a system set up and enforced by CONCORD that registers you on the local communication node when you enter a system. That's why Local in J-space gives the 'error' message that it does. There are none of these nodes in J-space so you don't show up in local until you say something on those frequencies.

The gameplay answer is because being able to cruise through a system and have no clue you passed another person isn't good for conflict, player interaction, or content generation.


I'm so glad that Star Trek actually hired a research compnay before they sent out the final yellow draft, then. Maybe that's why NASA loved them, and gave them shots for several episodes?

Physics theory beats bullshit, every time, eh? Nice to have a law and all, but hey, when it's sci fi, even being possible is great. Contrast to a lot of other show. 'Danger, Will Robinson, Danger.' lol
Theoretical physics accepts that there may be more than one universe, it also accepts that the rules in those other possible universes may not be the same rules that apply in ours.

While nobody knows how wormholes work, or that they even exist, Einstein's theory of general relativity mathematically predicts the existence of wormholes. It has long been theorised that a wormhole is a tunnel with a black hole at each end, the Eve gate being one such wormhole.

It's possible that the Eve Gate connected 2 distinct universes with different rules of physics, and that the differences in those rules allows the Concord communications nodes to propagate FTL communications allowing instant notification of people who enter a system.

FTL communications are not new to science fiction, and in at least one series of books are down to the manipulation of gravitational waves.

I don't burn bridges, I merely steal a bolt a day.

Chopper Rollins
Brave Newbies Inc.
Brave Collective
#62 - 2017-02-22 15:49:33 UTC
Jenn aSide wrote:
There are lots of those "compormises to the reality of gameplay". Like how we have timers that don't let us dock in places. I OWN the freaking citidel and it's telling my I can't dock because I shot someone (if my own real life house did that I'd brun it to the ground lol). it doesn't make 'sense' in real life terms, but it's there for GAMEPLAY reasons..


IIRC docking within a minute of aggro is dangerous for the structure, since you have weapons systems cooling down. Remember you're a space god in command of colossal death machines, a minute for Occupational Health and Safety is pretty short even for someone operating 150mm projectile turrets.

Cade's point is gold though, no local would make some of those 23 jump roams into endless, tense searches for action that would make everyone yell out OH HAY GUISE WATS GOIN ON? as soon as they entered every system. Which would be players reinstating the current gameplay.






Goggles. Making me look good. Making you look good.

Salvos Rhoska
#63 - 2017-02-22 19:18:04 UTC  |  Edited by: Salvos Rhoska
Cade Windstalker wrote:
The gameplay answer is because being able to cruise through a system and have no clue you passed another person isn't good for conflict, player interaction, or content generation.


I dont agree.

-Just cos you have no clue you passed another person, doesnt mean they havent detected you.
-Players currently safe-up when an unknown/hostile shows up on Local, and can begin doing so even before the arrival.
(That certainly isnt good for conflict/interaction/content).

It is my position, that Local intel subdues and dampens opportunity for conflict, interaction and content generation.

In a discussion with Malcanis here on this board on this topic, he said he would endorse removing Local not only from Player Sov, but all of EVE, provided d-scan was augmented, and cloaked ships where adjusted accordingly.
Salvos Rhoska
#64 - 2017-02-22 19:44:30 UTC
Scialt wrote:


The point is that it's free for everyone in the system.

Those living there have invested in holding sov in the system. They are already "paying" for maintaining the system. Those visiting are not. You could argue using your logic that since they've paid the isk required to secure the system... they have the right to access local while visitors do not.



Yes, its free to everyone in Player Sov, as it is to everyone in HS/LS/NPC Sov too.

But no other sector of space can be "owned" as Player Sov can, with options that far outstrip other sectors.
That is the equity you get when you make the payments to occupy/develop a Player Sov system.
But the Local intel is a free cherry ontop. Doesnt cost Player Sov anymore than anyone else anywhere.

If there was a service cost or some module that enabled Local in Player Sov, we run into problems regarding how much it should cost.
This would be a problem regarding the capacity of smaller vs larger entities to maintain them, unless the cost is somehow scalar, which would be unprecedented in EVE.



The perspective I approach this from is:
-Player Sov is the pinnacle of player autonomy (and resources) in EVE. As such, they should be responsible for their own intel, rather than getting it free ontop of that like all other k-space sectors.
-Local intel suppresses and dampens conflict/interaction/content, because it is free, automatic, yet enormously valuable, especially to conflict averse players.

If you've spent any time in j-space, you will understand how dangerous EVE becomes when you don't know who else is in there with you. You have to be constantly aware.
Inariya Khashour
Kugisa Dynamics
#65 - 2017-02-22 19:59:39 UTC
Hinrika wrote:
waah i have to put in effort to get kills

Cade Windstalker
#66 - 2017-02-22 20:01:51 UTC
Salvos Rhoska wrote:
I dont agree.

-Just cos you have no clue you passed another person, doesnt mean they havent detected you.
-Players currently safe-up when an unknown/hostile shows up on Local, and can begin doing so even before the arrival.
(That certainly isnt good for conflict/interaction/content).

It is my position, that Local intel subdues and dampens opportunity for conflict, interaction and content generation.

In a discussion with Malcanis here on this board on this topic, he said he would endorse removing Local not only from Player Sov, but all of EVE, provided d-scan was augmented, and cloaked ships where adjusted accordingly.


You don't have to agree, but you do have to convince CCP that changing things would be good and meet their design goals if you want a change to be made.

As to your arguments, hiding is a form of interaction. With no local it takes significantly longer to confirm that a system is (probably) empty which means a roaming fleet is less likely to run into someone due to not going as far because they have to spend more time checking each system they come across.

I'm personally not against removing local (or at least people auto-appearing in it) provided there's an appropriate amount of offset as well, though I personally wouldn't just tweak D-Scan and I wouldn't remove it in High Sec or Low Sec, but that's me and my preferred solution involves sov structures.

I also think there are certain things in High Sec that can be gained from Local currently that you couldn't gain from D-Scan no matter how much you tweaked it, but could be gained from an alt, and I'm generally against any mechanic where the clear solution to a problem is "be able to run two clients and the problem goes away".
Arthur Aihaken
CODE.d
#67 - 2017-02-22 20:18:52 UTC
The only place we don't need local with absolute certainty is in the four major trade hubs.

I am currently away, traveling through time and will be returning last week.

Salvos Rhoska
#68 - 2017-02-22 22:59:58 UTC
Cade Windstalker wrote:


As to your arguments, hiding is a form of interaction. With no local it takes significantly longer to confirm that a system is (probably) empty which means a roaming fleet is less likely to run into someone due to not going as far because they have to spend more time checking each system they come across.


Hiding would remain an interactive choice, provided you pay attention enough to do so in time. As to roaming gangs not going "as far", it is incidental. A roaming gang currently relying on Local still has to ascertain whether Local ID potential targets are safed up, or in space. Post-change, not only will targets not have advance notice of their arrival through Local, but a roaming gang can fit appropriately to find and/or reach them before they detect the threat.

I think you are overstating the effort necessary to ascertain if there is a non-cloaked potential target in a system.
The burden would instead be on locals to constantly check their own space, vs a numerically superior, deliberate and purposed force in case of a roaming fleet.
Oranen
Tax Skippers
#69 - 2017-02-22 23:40:07 UTC
Several times CCP has said (last at Eve Vegas) they want to change local to not be an intelligence gathering device. No mention of how they would accomplish that.
Cade Windstalker
#70 - 2017-02-23 00:43:44 UTC  |  Edited by: Cade Windstalker
Oranen wrote:
Several times CCP has said (last at Eve Vegas) they want to change local to not be an intelligence gathering device. No mention of how they would accomplish that.


Yes, and there have been a few musings in various threads (a few that CCP have commented on, though none in any way definitively) but the variation in ideas is pretty huge. The only thing that seems to be generally agreed on as part of CCP's view is that they don't want to just remove local, they want to replace it with something more interactive and open to use and counter-play.

Salvos Rhoska wrote:
Hiding would remain an interactive choice, provided you pay attention enough to do so in time. As to roaming gangs not going "as far", it is incidental. A roaming gang currently relying on Local still has to ascertain whether Local ID potential targets are safed up, or in space. Post-change, not only will targets not have advance notice of their arrival through Local, but a roaming gang can fit appropriately to find and/or reach them before they detect the threat.

I think you are overstating the effort necessary to ascertain if there is a non-cloaked potential target in a system.
The burden would instead be on locals to constantly check their own space, vs a numerically superior, deliberate and purposed force in case of a roaming fleet.


It's not that I'm over-stating the effort, it's that an addition of a few minutes per system, especially where most systems are currently empty, means that over the course of a roam that would normally last a few hours is going to cover about half the distance. The difference here being that a system that currently has no one in Local (which is not that uncommon) and could be quickly bypassed in the time a warp takes would have to be checked where local or anything like it doesn't exist.

This is actually one of the main issues with these sorts of roaming setups in Wormholes and the main reason most wormholers that go roaming find their way to Low or Null to do it because the equivalents of roaming in Wormholes take too long to find anyone.

Also your whole idea of how locals in Null might 'check' their space is incredibly unrealistic. If you just flat out removed Local in Null without replacing it with some sort of Sov intel structure or something similar you'd either have people completely relying on alts to watch gates (not desirable for balance) or something similar. No one is going to actively patrol their own space looking for fights, it's boring as @#%@ and not worth the time or effort.

Even with the current system no one goes around checking systems much, you just wait for someone to either yell in intel channels or generate a killmail...
Salvos Rhoska
#71 - 2017-02-23 01:43:52 UTC  |  Edited by: Salvos Rhoska
Cade Windstalker wrote:
It's not that I'm over-stating the effort, it's that an addition of a few minutes per system, especially where most systems are currently empty, means that over the course of a roam that would normally last a few hours is going to cover about half the distance. The difference here being that a system that currently has no one in Local (which is not that uncommon) and could be quickly bypassed in the time a warp takes would have to be checked where local or anything like it doesn't exist.


Yes, they will lose time on empty systems, but they will gain time and advantage on unsuspecting populated systems, as the locals may not be aware of their presence and dont hide, and dont have the advantage of local data indicating incomers in advance of their arrival.

As it is now, if you pass through an empty system as indicated by Local, that also means there is no-one there to report you to intel. This is especially true if you penetrate through WH.

Even more time is saved vs the current situation of having to ascertain whether a Local ID is already safe. Furthermore, as to "how far" a roaming gang can go, without Local, that gang can potentially penetrate far deeper than now, as they will remain undetected via simply Local.

Do you see what I mean?

Cade Windstalker wrote:
This is actually one of the main issues with these sorts of roaming setups in Wormholes and the main reason most wormholers that go roaming find their way to Low or Null to do it because the equivalents of roaming in Wormholes take too long to find anyone.


Noooooooooo. They head to LS and especially NS because its full of juicy, complacent, bling targets that even despite the obvious Ĺocal data, still dont save themselves, whereas j-space denizens a) usually dont fly as bling b) are pathologically paranoid and pay constant attention.

Cade Windstalker wrote:
Also your whole idea of how locals in Null might 'check' their space is incredibly unrealistic. If you just flat out removed Local in Null without replacing it with some sort of Sov intel structure or something similar you'd either have people completely relying on alts to watch gates (not desirable for balance) or something similar. No one is going to actively patrol their own space looking for fights, it's boring as @#%@ and not worth the time or effort.


No, this is false. Player Sov should be actively watching their gates already. Even though Local provides data on arrivals, it does not provide data on what ship they are in. As to alts, they already exist. And even post-change, f you have an alt on a gate, you have to actually monitor that alts viewpoint to ascertain an arrival, as well as sub that alt (or host a twitch stream with view of that alt as an alpha whilst you are not playing, or pay/train noobs to watch it for you, etc) A far simpler, commonplace, and rational option, is to gatecamp your own peripheral gates.

Cade Windstalker wrote:
Even with the current system no one goes around checking systems much, you just wait for someone to either yell in intel channels or generate a killmail...


Sure, waiting for someone to explode and yell is certainly a valid alarm system.
But that would still be the case even if Local was removed, hence not an argument against it.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#72 - 2017-02-23 02:12:45 UTC  |  Edited by: Scipio Artelius
Oranen wrote:
Several times CCP has said (last at Eve Vegas) they want to change local to not be an intelligence gathering device. No mention of how they would accomplish that.

Hopefully they do. It would be good, particularly in sov space to have a structure that provides the equivalent to local, for the owning Alliance and no one else.

Not sure how the Intel aspect of local can be removed from HS, LS and NPC null, but the change to sov would be welcome so that owning sov provides access to Intel in your space, but not to roamers or others just exploring or passing through.
Cade Windstalker
#73 - 2017-02-23 02:40:45 UTC
Salvos Rhoska wrote:
Yes, they will lose time on empty systems, but they will gain time and advantage on unsuspecting populated systems, as the locals may not be aware of their presence and dont hide, and dont have the advantage of local data indicating incomers in advance of their arrival.

As it is now, if you pass through an empty system as indicated by Local, that also means there is no-one there to report you to intel. This is especially true if you penetrate through WH.

Even more time is saved vs the current situation of having to ascertain whether a Local ID is already safe. Furthermore, as to "how far" a roaming gang can go, without Local, that gang can potentially penetrate far deeper than now, as they will remain undetected via simply Local.

Do you see what I mean?


This basically assumes that Local is simply removed, that there is no defender's advantage at all, and that the net change here is very much in favor of the attackers.

The first two seem unlikely based on CCP's few statements on the matter and the fact that they haven't simply ripped it out completely already. The second seems unlikely in any kind of remotely balanced changes to other systems to accommodate the removal of local. The best the people active in a system could reasonably lose is advanced warning from picket ships several systems out, and probably not even that since those rely as much on gate-fire as anything else for a warning.

Generally speaking I don't see this making life easier for hunters, and if by some chance it does by any significant margin then people will adjust their play to account for the increased risk, probably in ways that more than cancel out the gains for the hunters, like clustering together more or simply not participating in activities that have had their risk significantly impacted.

Jasmin Yeva wrote:
Noooooooooo. They head to LS and especially NS because its full of juicy, complacent, bling targets that even despite the obvious Ĺocal data, still dont save themselves, whereas j-space denizens a) usually dont fly as bling b) are pathologically paranoid and pay constant attention.


The operative word here is full, not "juicy", "complacent", or "bling" all of which are present in Wormholes, you just have almost no chance of running into anyone at all in wormholes because systems can't be checked at a glance, and it takes a while to check a system for activity and then roll to a new one if there is none. The idea that everyone in Wormholes is frugal (lol) or always vigilant and alert is a fantasy someone has sold you, I can tell you from my own experience and the stories I've heard from others that it's far from true.

Jasmin Yeva wrote:
No, this is false. Player Sov should be actively watching their gates already. Even though Local provides data on arrivals, it does not provide data on what ship they are in. As to alts, they already exist. And even post-change, f you have an alt on a gate, you have to actually monitor that alts viewpoint to ascertain an arrival, as well as sub that alt (or host a twitch stream with view of that alt as an alpha whilst you are not playing, or pay/train noobs to watch it for you, etc) A far simpler, commonplace, and rational option, is to gatecamp your own peripheral gates.


It doesn't really matter what you think people should be doing, I'm telling you that no one is going to sit and watch a gate or patrol around between different systems as a main activity. It's boring, unrewarding, and offers almost nothing in the way of gameplay.

The difference between no local and the current system is that if you remove local without introducing a more active surrogate system then *the only way* to gain intel is through alt use. If that happens then only people who engage in these sorts of activities will be people with alts. That's toxic to the health of the game and CCP are generally pretty careful to try and avoid circumstances where having an alt does something you can't reasonably do without one.

Also you don't need to do anything with your alt to monitor a gate beyond have it cloaked up (or not even that), do "look at" on the gate, and turn the volume up on that client and listen for gate fire. Doesn't even require that the screen be visible. When you hear the gate you alt-tab over to see what's up.
Raven Ship
Center for Advanced Studies
Gallente Federation
#74 - 2017-02-23 04:57:46 UTC
Local in nullsec, sure remove it!
But then introduce system upgrades, pos modules, whatever, giving owners local list.

Or was it just rant of failboy who run across nullsec avoiding fights, and jump on ships designed to deal with totally different stuff.
Wolfgang Jannesen
Imperial Academy
Amarr Empire
#75 - 2017-02-24 14:04:48 UTC
Raven Ship wrote:
Local in nullsec, sure remove it!
But then introduce system upgrades, pos modules, whatever, giving owners local list.

Or was it just rant of failboy who run across nullsec avoiding fights, and jump on ships designed to deal with totally different stuff.


It's the rant of people that hate their criminal timer being broadcast to everybody in system. Or people trying to avoid gate camps. Or cloaked cyno-droppers trying not to to announce in local that an alliance fleet is about to show up.

It's still not a gameplay issue
Naye Nathaniel
COBRA INC
Seventh Sanctum.
#76 - 2017-02-24 14:24:53 UTC
Hinrika wrote:
So can anyone here explain to me why there is a local channel in nullsec and lowsec? You can just see anyone who enters the solarsystem, even if he is cloaked or doesn't say a word? It's not realistic and removes alot of the fun from the game, having a safe haven for carebears.

I like wormholes, why can't K-space be like wormholes? It makes more sense and adds excitement and dangers.


this again?
how many trolls alt accounts u got guys out there chewing that stupid idea about deleting local here and there?
Issler Dainze
Tadakastu-Obata Corporation
The Honda Accord
#77 - 2017-02-24 18:34:48 UTC
I though local in those systems was to hear the screams and smack talk of hapless victims? It is also useful to use to taunt those less worthy!
Faith Winters
Deep Core Mining Inc.
Caldari State
#78 - 2017-02-25 06:32:36 UTC
So can anyone here explain to me why there is no a local channel in w-space? You can't just see anyone who enters the solar system, even if he isn't cloaked? It's not realistic and removes alot of the fun from the game, having a safe haven for carebears.

I like nullsec, why can't W-space be like that? It makes more sense and adds excitement and dangers.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#79 - 2017-02-25 07:30:59 UTC
Cade Windstalker wrote:
This has been discussed ad infinitum for half a decade now. Just flat removing local isn't a good idea, it removes the ability for players to control space they own and if you can't do that then what's the point? Based on comments CCP has made on some of the new structures and around the whole "remove local/no don't" issue it seems like any changes to local as an intel mechanic would coincide with the addition of additional intel mechanics and tools to effectively replace it.

Really? You realise real life doesnt have local and yet we have a very rich history of conflict centred around controlling territory.

You could still control it just wouldnt be ridiculously easy for your bears to avoid raiders and your pvprs would be less likely to blueball without exact counts of hostiles from every system you have an alliance member in.

EvE would be about tactics and strategy not just strategy. That could only be a good thing.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Salvos Rhoska
#80 - 2017-02-25 10:21:27 UTC
Infinity Ziona wrote:
Cade Windstalker wrote:
This has been discussed ad infinitum for half a decade now. Just flat removing local isn't a good idea, it removes the ability for players to control space they own and if you can't do that then what's the point? Based on comments CCP has made on some of the new structures and around the whole "remove local/no don't" issue it seems like any changes to local as an intel mechanic would coincide with the addition of additional intel mechanics and tools to effectively replace it.

Really? You realise real life doesnt have local and yet we have a very rich history of conflict centred around controlling territory.

You could still control it just wouldnt be ridiculously easy for your bears to avoid raiders and your pvprs would be less likely to blueball without exact counts of hostiles from every system you have an alliance member in.

EvE would be about tactics and strategy not just strategy. That could only be a good thing.


My view is slightly different, but essentially follows the same logic.

Imo, Local ID in Player Sov has a suppressive effect on conflict/competition.
Though the change itself to remove it would be small (and with precedent as in j-space) the reverberations would be profound.

As IZ points out, one of the core problems of maintaining control and borders of empires and smaller entitites, throughout IRL time, has been border reconnaissance, and intel.

It should be a necessary expenditure, both for the defender and the aggressor. You shouldnt know automatically who is there, on either defender side, or aggressor, unless you take time/effort to do so.