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War decs : not achieving objectives

Author
Mara Pahrdi
The Order of Anoyia
#181 - 2017-03-06 23:39:55 UTC
Amojin wrote:
Mara Pahrdi wrote:
Twisted

  1. Starting a war is free of charge
  2. Supporting corps / alliances can enter on either side at any time free of charge
  3. A war can be stopped any time provided all involved parties agree
  4. Every involved party needs to pay a fixed exit fee of 1b isk to Concord
  5. After an initial grace period of 48 hours all involved parties are denied access to any NPC stations for the duration of the war




I'm not paying you a damned thing.

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

Hm?

Remove standings and insurance.

Amojin
Doomheim
#182 - 2017-03-06 23:42:11 UTC
Mara Pahrdi wrote:
Amojin wrote:
Mara Pahrdi wrote:
Twisted

  1. Starting a war is free of charge
  2. Supporting corps / alliances can enter on either side at any time free of charge
  3. A war can be stopped any time provided all involved parties agree
  4. Every involved party needs to pay a fixed exit fee of 1b isk to Concord
  5. After an initial grace period of 48 hours all involved parties are denied access to any NPC stations for the duration of the war




I'm not paying you a damned thing.

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

Hm?


Hmm? Every war I've had declared on me, has been from stuff I said on this forum. They mailed me and said so. Fine. In game? Not really, no. My response?

Watch the video. He says it pretty well, and a lot more I'd like to say to a lot of you.
Ralph King-Griffin
New Eden Tech Support
#183 - 2017-03-07 01:53:12 UTC
Why shouldn't you be able to Take an argument in game?
I stand at the same risk every time I get in an argument here

Though If you're afraid of reprisals just use a a sockpuppet alt.

Amojin
Doomheim
#184 - 2017-03-07 01:57:12 UTC
Ralph King-Griffin wrote:
Why shouldn't you be able to Take an argument in game?
I stand at the same risk every time I get in an argument here

Though If you're afraid of reprisals just use a a sockpuppet alt.


I'm afraid of what you call reprisals. I've handled it. The war-dec is within one hour of me leaving my alt's corp.
Nicolai Serkanner
Incredible.
Brave Collective
#185 - 2017-03-07 04:46:53 UTC
Kentonio wrote:
Nicolai Serkanner wrote:
One more nerf!!!


I'd nerf lots of things, just to shake up the fat, lazy bitter vets personally, but that's just me. Big smile


How did that work out so far? The bittervets find soultions to beat the nerfs. The whiners ask for more nerfs.
Teckos Pech
Hogyoku
Goonswarm Federation
#186 - 2017-03-07 06:02:45 UTC
Commander Spurty wrote:
https://zkillboard.com/wars/ I'll offer you this data for the bassis of the following statement:

War decs are failing to achieve objectives of a war.

If you could tweak war dec mechanics (be bold, all options are on the table), what would you tweak?

P.S. if you are unaware of the *point of a war,* I still want to hear what you think. It might offer insight as to why the malaise continues.

My offering: winner of the war receives 1% war loot from the tax of all activities the entity beaten takes after the war ends. If this entity is war dec by another entity, the 1% money goes to the last war dec to win.


I still maintain that you cannot "fix" war decs. On one side you have people who want to PvP, on the other you have people who do not want to PvP at all. No change will make the latter group want to PvP and any change that satisfies the latter group will simple cost the former group content.

Any attempt to "fix war decs" is like trying to find something in the intersection of two disjoint sets. In set A you have the war dec corps and alliances. In set B the alliances and corporations they are deccing. The intersection of A and B is the null set.

"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
#187 - 2017-03-07 06:33:43 UTC
Kentonio wrote:
Black Pedro wrote:


[quote=Black Pedro]Wars may be too punitive on players who shouldn't be in a competitive corp in the first place and I am sure players are lost because of this. The solution however, is not to make the rest of the game more boring and safer for the rest of us.


This is nonsense, making things a bit easier for new players wouldn't have a single moments effect on your gameplay, unless your gameplay relies of kicking sand in the face of newbies. If it does, then I don't care if your game is ruined. Why are you so interested in the gameplay experience of carebears anyway? Why aren't you out in nullsec doing what you keep complaining the bears should be doing?


How do you prevent this from being used more efficiently or to greater effect by older more experienced players? People often make this claim: oh what does it hurt if we make it easier for the new players? Because when it is tried the older more experienced players take greater advantage of it. For example, the accelerated training for new players was much more beneficial to older more experienced players creating an alt. They new the game and skills better an in short order would have a decently skilled "new pilot" whereas the truly new player simply skilled alot of different skills to 2 or 3 but never had the benefit of the knowledge the veteran did. Eventually CCP removed this feature because it was unbalanced.

Special privilege will almost always be open to abuse.

"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

Salvos Rhoska
#188 - 2017-03-07 07:08:59 UTC  |  Edited by: Salvos Rhoska
Black Pedro wrote:
Salvos Rhoska wrote:
Black Pedro wrote:
. If you look at CCP Quant's monthly numbers, you will see that destruction in a highsec region makes up only about 0.1%-0.2% of the total goods transported. And that is destruction from all sources: suicide ganking, wardecs, duels, NPCs, and so forth, not just piracy.


Imo this is one of the biggest problems in EVE.
Should be atleast 2%, which whilst still tiny, should put enough of a dent in material transport to help localize trade hubs.

The sheer volume of undestroyed material passing through HS is mindboggling, and seriously raises the question whether this is infact a PvP based game or not.
t I agree. When an order of magnitude more wealth leaves the game from people quitting than is destroyed by players fighting one another, one has to question how successful CCP really has been at creating a functioning virtual world and economy or a PvP game.

One possibility is that all this safety and lack of risk is boring players out of the game. I am going to refer to this as the 'Tippia effect' from now on: the problem that excess safety prevents meaningful content and challenging opposition from taking place devaluing the satisfaction in accumulating wealth, leading to boredom and people quitting the game. s.


I must hairsplit again. Cant help myself:
1) Players assets when they leave the game, are not technically "lost".
2) Tippia has nothing to do with this. By all means, call it the "Pedro Effect", if you wish.
3) I dont think wealth contributes to boredom in any significant way. There are **** poor players losing tons of ships, and ultra-rich losing none.
4) Safety has two inverse, arguably equal, effects on content. More safety allows for more PvE content. Less safety allows for more PvP content. Finding a balance there is key, and one of the ways EVE attempts that, is with sector mechanics.

Im not so certain this primarily, or even in majority, is a HS problem.
Its a universal problem (except for j-space, I would argue, which strikes a very good balance)
Imo, Player Sov also, is too safe (arguably more so than HS)
LS, has an arguably fairly good safety/risk/quotient, but is crippled by its narrow geography, and that it can be bypassed.
Faction War LS has the kind of content and opportunity I myself would hope would separate NS from HS all the way around Empire space.

Further complicating the issue, is many players exploiting the situation with both HS and NS alts, symbiotically.
That can be argued to be content creation and creative use of game mechanics, but it is also contributing to a greater margin of safety of action in both HS and NS.

One example of this being Nullbears running mining/ratting in deep blue systems almost afk, whilst simultaneously running suicide ganking or trade/hauling alts in HS.

When I talk about the unceasing flow of material from NS to HS and back, that means along the entire trade chain.
Its not HS specific, its an attempt to indicate that the entire chain is too safe.

Aside from sector mechanics, it might be time to start consider nerfing the means of avoiding PvP, by changing mechanics involving cloaking, instawarping, gate cloaks, docking time, cyno jumping etc.
Black Pedro
Mine.
#189 - 2017-03-07 07:25:49 UTC  |  Edited by: Black Pedro
Teckos Pech wrote:
Kentonio wrote:


Black Pedro wrote:
Wars may be too punitive on players who shouldn't be in a competitive corp in the first place and I am sure players are lost because of this. The solution however, is not to make the rest of the game more boring and safer for the rest of us.


This is nonsense, making things a bit easier for new players wouldn't have a single moments effect on your gameplay, unless your gameplay relies of kicking sand in the face of newbies. If it does, then I don't care if your game is ruined. Why are you so interested in the gameplay experience of carebears anyway? Why aren't you out in nullsec doing what you keep complaining the bears should be doing?


How do you prevent this from being used more efficiently or to greater effect by older more experienced players? People often make this claim: oh what does it hurt if we make it easier for the new players? Because when it is tried the older more experienced players take greater advantage of it. For example, the accelerated training for new players was much more beneficial to older more experienced players creating an alt. They new the game and skills better an in short order would have a decently skilled "new pilot" whereas the truly new player simply skilled alot of different skills to 2 or 3 but never had the benefit of the knowledge the veteran did. Eventually CCP removed this feature because it was unbalanced.

Special privilege will almost always be open to abuse.
This is what it always comes back to.

No one seriously has a problem with changes or new mechanics to help new players get into the game. Look at all the goodwill towards CCP Ghost and the new NPE from everywhere in the game. Such efforts are good and making it easier for new players to get into the game is something admirable we all should, and in practice do, support.

The problem is when established players ask/beg/whine for CCP to make them safer in the name of new players. Veterans looking for ways to avoid conflict and competition by getting CCP to make it so they can avoid interactions with other players, while yet they still can amass wealth and interact with the shared universe on their terms. The problem with this is that if everyone does this, then there is no game left. Just veterans grinding and building useless items behind invulnerable walls that can never really be used, and completely outclassing and out-competing any new player who tries to join the game.

What I tried to remind Kentonio of is that New Eden is an interconnected, single economy where we are all competing for power and dominance. A large fraction of gathering goes on in highsec, as does the vast majority of building and trading that takes place in this game. You can't say "take it to nullsec" and expect to have a single, functioning player driven economy.

There should be a place for new/solo/casual players to play the game. I have no problem with mechanics that support that (and we do have that already in the NPC corps and I have advocated for adding more). But just deleting or nerfing wars into uselessness in the name of creating that space is folly. Highsec is not noobsec. And while the balance is shifting slightly, it is still the space where most of the wealth in New Eden is created today. Wars are absolutely necessary for the real game to go on and I don't see that going away. We all agree wars could use some work, but they are of such fundamental importance that CCP has left them in the game despite a general dissatisfaction with them on both CCP and the players' part.

Salvos Rhoska wrote:
2) Tippia has nothing to do with this. By all means, call it the "Pedro Effect", if you wish.
Of course she does. It is the very reason why she said she was leaving the game:

Tippia wrote:
In celebration of CCP's unwavering commitment to mechanical reduction of interesting opposition, Tippia's account lapses in the first week of July. After 8½ years, since it's nigh on impossible to get killed around here, the number of deaths this poor little highsec carebear has accrued over that time is nothing short of pathetic, and here, at the end of all things, that situation needs to be remedied.
Hakawai
State War Academy
Caldari State
#190 - 2017-03-07 07:33:47 UTC  |  Edited by: Hakawai
gnshadowninja wrote:
Vendetta actually enjoy it when we're presented with a challenge, we hope people fight back so that it creates additional content for us... look at the war we have with PH, it was 200 vs about 30 (that's us multi boxing) yet we were still raring to fight.

Character age means nothing anymore, we have 1 old characters flying guardians/bestows and kill people flying battleships.

With target calling, if someone even says hi in local were Dec them for the fun of it

This kind of claim is an empty EVE cliche: "Once there once a good outcome from some game feature or player behavior, therefore it's always a good thing".

That one wardec that entertains you does not justify all the others that induced uninterested players to "wait out" frivolous wardecs by not playing at all for a while because they don't have the interest, skill, or resources to fight back.

BTW "sometimes we enjoy the process" or "sometimes there's some opposition" are typical fun-vampire arguments. It's a good indicator for the absence of empathy that separates the vampires from everyone else.

And by way of addressing the usual response ... this is EVE, and even newish players don't object to PVP. The bad outcome for the victims of frivolous wardecs, isn't the destroyed ships or the risk of ship destruction that concerns - it's the potential for induced boredom. You try to force them into a mode of play that, at the particular time and place, isn't what they want from the sandbox. Of course they don't switch to an unwanted mode of play - not playing is (hopefully) a negative outcome for them, but at least it doesn't consume RL time. The natural choice is to do something outside of EVE. No single case of that is likely to "stop someone playing the game", but it contributes to the real time/fun calculation that every gamer makes about every game they play.

Discouraging new players from actually playing is stupid. And "putting lipstick on the pig" doesn't change that.
Salvos Rhoska
#191 - 2017-03-07 08:01:49 UTC  |  Edited by: Salvos Rhoska
Black Pedro wrote:


Salvos Rhoska wrote:
2) Tippia has nothing to do with this. By all means, call it the "Pedro Effect", if you wish.
Of course she does. It is the very reason why she said she was leaving the game:

Tippia wrote:
In celebration of CCP's unwavering commitment to mechanical reduction of interesting opposition, Tippia's account lapses in the first week of July. After 8½ years, since it's nigh on impossible to get killed around here, the number of deaths this poor little highsec carebear has accrued over that time is nothing short of pathetic, and here, at the end of all things, that situation needs to be remedied.


Tippia was a cancer on this board, and an abject nullbear arguing only for her own interests, whilst pretending to represent the good of the game. She was perpetually dishonest in debate, and her incessant pedantry/semantics put even mine own as a far distant second.

"and here, at the end of all things", this particularly is ridiculous. Complete reversal of her brow-beating in each and every "EVE is dying" thread.

Do you seriously believe she left, cos she wasnt getting blown up enough in HS?

Its typical Tippia. Even in her leaving message, she could not be honest.
Alaric Faelen
Republic Military School
Minmatar Republic
#192 - 2017-03-07 08:03:02 UTC
One of the fundamental problems with war decs is the existence of alts/multiple accounts. You can't get around that regardless of whatever 'fixes' to the actual war dec mechanic you make. Any version of war decs assumes your target is a single entity and your war dec can affect them- but just using an alt hauler, out of corp cyno or scout, etc- derails that concept immediately. It's the nature of Eve being a game that hamstrings war decs.

Since I only use one acct and one character, the war dec works pretty much as intended against me personally. High Sec is dangerous, I can't just run to Jita to buy stuff, and staying in null sec (where I can be killed on sight anyway) is actually much safer. But how many people actually restrict themselves to one character?
This is exactly the same problem that the Security Status mechanic has. It's easily dodged because Eve is just a game and you can be more than one, totally unrelated people in it.

Consider that- how different would war decs be if you couldn't just log in an out-of-corp alt to utterly ignore the entire war dec mechanic? What change offered already would affect war decs more than that one thing? Obviously that isn't going to change, but it's exactly that issue I believe kills the war dec mechanic in it's cradle just like security status.

A chief reason new/low level corps are affected to such a large degree (compared to large/vertically integrated groups) is because they just haven't established the infrastructure (and gaggle of alts) to avoid war decs entirely. Once you have a couple dudes with well skilled alts, the war dec mechanic is basically non-existent.


The last time a war dec affected me was literally in my first few months in the game, in a newbie high sec start up corp. No one had gotten to the point of rolling alts yet, or even really understanding how to use them to manipulate the game to dodge unwanted consequences for your actions. Our CEO was little more than a newb himself and didn't have the handful of accounts that any serious null sec alliance leader operates. So war decs sucked. I felt the same frustration that you see expressed all the time here. Mostly that it amounts to griefing new players.
Once I joined an established null alliance with that huge infrastructure of out-of-alliance alts, war decs were at best a mild annoyance.
Hakawai
State War Academy
Caldari State
#193 - 2017-03-07 08:19:49 UTC
Black Pedro wrote:
[...]
There should be a place for new/solo/casual players to play the game. I have no problem with mechanics that support that (and we do have that already in the NPC corps and I have advocated for adding more). But just deleting or nerfing wars into uselessness in the name of creating that space is folly. Highsec is not noobsec. And while the balance is shifting slightly, it is still the space where most of the wealth in New Eden is created today. Wars are absolutely necessary for the real game to go on and I don't see that going away. We all agree wars could use some work, but they are of such fundamental importance that CCP has left them in the game despite a general dissatisfaction with them on both CCP and the players' part.
[...]

I generally like your posts, but they all seem to net out to something like this paragraph, which is a "call to inaction".

What's the "upside" of having wars in highsec? Given that wardecs can't force anyone to fight (fine for blackmail, but it's "one-sided", with a minority amusing themselves by annoying other people), the mechanism seems useful only for a consensual war.

So how frequent are consensual wars in highsec? Could the same effect (consensual war outside of nullsec) be achieved without the negative side-effects?
Teckos Pech
Hogyoku
Goonswarm Federation
#194 - 2017-03-07 08:33:46 UTC
I would say that the NPE is one area that is hard for veteran players to abuse. I'm not saying it couldn't turn out that way. Have it start handing out lots of goodies and some veterans might start exploiting that.

Black Pedro wrote:
The problem is when established players ask/beg/whine for CCP to make them safer in the name of new players. Veterans looking for ways to avoid conflict and competition by getting CCP to make it so they can avoid interactions with other players, while yet they still can amass wealth and interact with the shared universe on their terms. The problem with this is that if everyone does this, then there is no game left. Just veterans grinding and building useless items behind invulnerable walls that can never really be used, and completely outclassing and out-competing any new player who tries to join the game.


That is my view. I do not make stuff because I like making stuff. I make stuff so I can sell it and make ISK so I can afford to go spend that ISK on ships and shoot people and get shot by people. It is a means to an end, not an end in and of itself. Now maybe some people do love building up a giant pile of minerals and then turning it into modules or ships and looking at that giant pile of stuff. If that is you, knock yourself out. But stop trying to change the game. You can play that way. But you cannot avoid contact with other players. That has been a central feature of EVE from the beginning. You can seek to minimize those interactions, especially the hostile ones, but to ask CCP to limit them or even eliminate them...that is slowly chipping away at the game. Snip, can flipping is gone. Snip, targeted war decs are gone. Snip, ganking in battleships is gone. Snip, hulkaggedon is gone. And yes, some of it changes. When insurance changed and CONCORD response times decreased dedicated ganking organizations appeared. With yet more cries for another nerf. That magical nerf that will make it all okay.

And why am I able to still make stuff and sell it at a profit? Because lots of stuff gets blown up. There is no depreciation in this game, no wear and tear. As such unless an item explodes due to NPCs or other players it will exist in game so long as the servers are running. So without destruction many of the people out there mining, making stuff and so forth...they'd soon find that there is less return on such activities.

Black Pedro wrote:
What I tried to remind Kentonio of is that New Eden is an interconnected, single economy where we are all competing for power and dominance. A large fraction of gathering goes on in highsec, as does the vast majority of building and trading that takes place in this game. You can't say "take it to nullsec" and expect to have a single, functioning player driven economy.


You can say "take it to NS" but the question is will merely saying it be enough? No, probably not. You'd have to force it. And why is that any different than forcing HS mission runners into LS? Or WH guys out of their holes and into some other part of the game?

And have people stopped to consider why HS is where you find the trade hubs? It is neutral ground guys. Nobody in game controls Jita 4-4. I can go in there and buy from my arch-enemy in game. Why would we do this? Because it is to our advantage. I want the stuff he is selling he wants my ISK or vice-a-versa. Yeah, we may do it through alts and cut-out corporations, but so what. Further, getting your stuff into HS offers safety. A HS station cannot be taken and dead-zoned. And no region, when it comes to moon-goo is totally self-sufficient. And then there is the market size. I can sell to anyone who comes to Jita 4-4. But I can't do that very well down in say Catch, or up in Branch.

Businesses and capitalists do not like too much risk. And they loathe uncertainty. The latter is particularly problematic for capitalists in that they can't really mitigate it. Risk you can try and mitigate. Uncertainty, in the sense of Frank Knight, is unmeasurable, impossible to calculate. To the extent that NS represents greater uncertainty it is going to limit economic activity going on there.

Might more industry move to NS? Maybe. But it is hard to obtain a specific outcome in a sandbox game. Players often have this annoying tendency to find a work around to your Awesome Solution™.

And until it does move to NS, yes war decs are needed. They are needed to create risk and uncertainty in the game. Remove that and it becomes a pretty damn boring game. Yes, I might be able to amass the largest pile of mexallon, but seriously, without competition in the game who gives a ****?

"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
#195 - 2017-03-07 08:39:31 UTC
Hakawai wrote:
Black Pedro wrote:
[...]
There should be a place for new/solo/casual players to play the game. I have no problem with mechanics that support that (and we do have that already in the NPC corps and I have advocated for adding more). But just deleting or nerfing wars into uselessness in the name of creating that space is folly. Highsec is not noobsec. And while the balance is shifting slightly, it is still the space where most of the wealth in New Eden is created today. Wars are absolutely necessary for the real game to go on and I don't see that going away. We all agree wars could use some work, but they are of such fundamental importance that CCP has left them in the game despite a general dissatisfaction with them on both CCP and the players' part.
[...]

I generally like your posts, but they all seem to net out to something like this paragraph, which is a "call to inaction".

What's the "upside" of having wars in highsec? Given that wardecs can't force anyone to fight (fine for blackmail, but it's "one-sided", with a minority amusing themselves by annoying other people), the mechanism seems useful only for a consensual war.

So how frequent are consensual wars in highsec? Could the same effect (consensual war outside of nullsec) be achieved without the negative side-effects?


He is pointing out that:

1. Competition is fundamental to the game.
2. Special privilege has never worked in game, and will be ripe for abuse.

Special privilege has another name by the way: discrimination.

Trying to pick a set of players to be "winners" or the "beneficiaries" in an open classless system basically rank discrimination. "I like you guys more than the others." And there is little stopping the "others" from creating a new character to get in on the benefits.

I see all posts for "Hi, I'd like special treatment for Group X" as nothing short of people lobbying CCP for goodies...much like we see in RL. And they often cloak in total Bravo Sierra like, "It will be great for the game too!" just like in RL.

"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

Black Pedro
Mine.
#196 - 2017-03-07 08:45:30 UTC
Salvos Rhoska wrote:
Black Pedro wrote:


Salvos Rhoska wrote:
2) Tippia has nothing to do with this. By all means, call it the "Pedro Effect", if you wish.
Of course she does. It is the very reason why she said she was leaving the game:

Tippia wrote:
In celebration of CCP's unwavering commitment to mechanical reduction of interesting opposition, Tippia's account lapses in the first week of July. After 8½ years, since it's nigh on impossible to get killed around here, the number of deaths this poor little highsec carebear has accrued over that time is nothing short of pathetic, and here, at the end of all things, that situation needs to be remedied.


Tippia was a cancer on this board, and an abject nullbear arguing only for her own interests, whilst pretending to represent the good of the game. She was perpetually dishonest in debate, and her incessant pedantry/semantics put even mine own as a far distant second.

"and here, at the end of all things", this particularly is ridiculous. Complete reversal of her brow-beating in each and every "EVE is dying" thread.

Do you seriously believe she left, cos she wasnt getting blown up enough in HS?

Its typical Tippia. Even in her leaving message, she could not be honest.

You are so easily triggered.

Tippia, a high profile Eve player (at least on the forums), left the game for the reason that she felt CCP had failed to deliver a game where meaningful conflict could take place. Excess safety bored her out of the the game. I therefore will use her as an example of one archetype of player who leave the game because safety has been continually ratcheted up by CCP leading to a paucity of content and lack of meaning.

But you are right, other than being Eve famous who quit out of boredom induced by the development direction CCP was taking, she has nothing to do with this. Your past with her has no relevance, and your self-indulgent rant about your exchanges with her has no bearing on the topic at hand which is wardecs.

It does though kinda make me want to work Tippia's name into more of my forum posts just to see what effects her ghost has on other players she wrangled with over the years.
Satchel Darkmatter
Hedion University
Amarr Empire
#197 - 2017-03-07 08:46:39 UTC
Here is my option..

Corp or alliance Declare war on their target, once active they are set as being at war and Concord no longer get involved, the war period lasts exactly 1 week no longer, during which time all kills and loses are counted on both sides.

This is where it gets fun, on the lat day of the war the game picks a system some where in high sec between the two waring or near to both warring corps, this location would be the site of the war's final battle, the final battle will last 1 hour the last hour of the war, during which time all kills and deaths in the battle system are counted to determine a winner, with the winner being the side that gets the most kills during the 1 hour period and in that battle system.

The Winner of the final battle gains an Isk reward equal to the total amount of isk lost by both sides during the whole war period.

TLDR: War dec as normal, total loss of isk counted and payed out at the end of the week long war to the corp that wins a 1 hour final battle in a randomly selected system.

Pirates : They keep doing what their doing, killing haulers and high sec pve players with the chance of a nice bounty at the end.

The Victums : The get the chance at the end of the war to field a better team of fighters in the battle system and win back all the isk they have lost to the pirates, IF they can win the fight, if there is enough loss on the cards they will be more inclined to fight for it.

Black Pedro
Mine.
#198 - 2017-03-07 08:52:55 UTC  |  Edited by: Black Pedro
Hakawai wrote:
What's the "upside" of having wars in highsec? Given that wardecs can't force anyone to fight (fine for blackmail, but it's "one-sided", with a minority amusing themselves by annoying other people), the mechanism seems useful only for a consensual war.

So how frequent are consensual wars in highsec? Could the same effect (consensual war outside of nullsec) be achieved without the negative side-effects?
Wars very much can be used to force a non-consensual fight. And even more so now that the POS-take-down hole is about to be plugged and industrialists who want to benefit from an EC, or more generally players who want to benefit from a structure, are forced to defend their structures.

I would suggest that CCP move all the rewards of being in a player corp into structures, and then make non-structure owning corps immune to wars. It's true as you say that if a corp doesn't own structures, you cannot force them to undock and fight, so we might as well formalize that and make that the rule. But for this to work, structures have to have real rewards for players to take on the risk and responsibility to defend, and the holes have to be plugged for players to benefit from the structures without being at risk of attack using alt corps, corp hopping and other mechanisms.

AFAIK almost no one uses wars for consensual fights. I mean, Eve Uni does and of course RvB, but that is essentially just fighting for fun or practice and is not really part of the competitive battle for economic dominance of New Eden.
Salvos Rhoska
#199 - 2017-03-07 09:02:59 UTC  |  Edited by: Salvos Rhoska
Black Pedro:

Actually, go ahead and call it the "Tippia Effect".

It will "trigger" great joy in me everytime you use it.
That a 8.5yr vet pretending to be anything other than a nullbear, was driven out of the game whilst claiming "EVE is dead", cos she wasnt exploded enough in HS.

It is a suitably dishonest and hypocritical epitaph, worthy of her.



On other news, the February economic graphs are out, again evidencing the unadulterated flow of resources out of NS, into HS for manufacture in HS, and sale in HS, and the uninterrupted flow of manufactured goods back into NS.

The Forge figures again utterly eclipse any others.

Also, wtf that Providence import figure, and Lonetrek export figure.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#200 - 2017-03-07 09:10:44 UTC
Satchel Darkmatter wrote:
The Victums : The get the chance at the end of the war to field a better team of fighters in the battle system and win back all the isk they have lost to the pirates, IF they can win the fight, if there is enough loss on the cards they will be more inclined to fight for it.


If the defending side could field a fleet good enough to take on their attackers, they would be already.

They aren't going to turn up, thinking already that they are going to lose, just for their opponents to receive a nice ISK payout for killing them.

On top of that, how are you determining what time in the last day the final battle takes place? Not everyone plays the game at the same time.