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Low-sec Hopes and Changes

Author
nezroy
Federal Defense Union
Gallente Federation
#161 - 2017-03-13 23:16:52 UTC  |  Edited by: nezroy
Jenn aSide wrote:
None of it worked, so if someone is suggesting "more rewards" for low sec, they should look at the history (and the history of null too).


Your points and the replies to it don't actually illustrate that putting more rewards in low sec is a bad idea. They mostly illustrate that CCP does not understand the TYPE of rewards they need to put into low sec to make it interesting.

What makes FW so successful is because 1) you can make ISK while flying a PvP ship and 2) the content is spread equally, or at least unpredictably, across the region.

The other things you mentioned that were added to low sec did not meet one or both of those criteria, which is why they led to stale content. CCP keeps trying to put null-style content in low; stuff that requires optimized PvE fits, focuses on locking down and controlling a region, and rewards running and hiding when neutrals show up. But the reality is that the random traffic and mechanics restrictions of low make this kind of content impractical.

The type of content low needs is different. It needs randomly spawning stuff that encourages roaming in proper PvP fits. It needs to reward staying in place rather than running, with payouts that are disproportionately weighted toward the final "victor" of a "king of the hill" style mechanic, rather than the consistent per-tick payouts of something like null ratting.

I'm not a content designer but, for instance, imagine a site that is a cross between an ESS and a FW plex. It requires you to bring some kind of one-time use, consumable "mobile lab" deployable. This is your buy-in. The lab has a 20 min timer. As the timer ticks down, the final value of the lab contents go up. The value would be back-weighted, so say 50% of the drop value is generated in the final 2 minutes of the timer. Timer runs down as long as any player is de-cloaked within, say, 100km. The base hull value of any player ships killed within 100km of the lab would be added to the final "pot" dropped by the lab. Rat spawns with reasonable buffer but low DPS would have their bounties added to the lab drop as well. Rats would spawn as fast as killed, and spawns would be dynamic and increase in size (and the size of their bounty added to the pot) based on the speed with which they were dispatched. Larger fleets or solo players bringing more DPS that can pop rats more quickly will get a higher final payout.

To retrieve the actual reward, the lab must be popped. This will drop the site's "pot" into a public container. The buffer HP on the lab would depend on the initial deployable used; small/solo players could bring smaller labs that are faster to pop at the end but are of course also more vulnerable to random alpha ganking. Faction variants of the lab could be used to add a multiplier to the pot values, with the risk of a much higher initial "buy in" to the site. If your site is sniped or you run early, you'll be out a lot more, but your potential pot drop at the end will be doubled or tripled, etc.

Anyway, I'm sure that thing is full of exploitable holes, but that's not the point. The implementation details can be ironed out. The basic gameplay mechanic that needs to be understood here is that low sec needs content that encourages people to roam in PvP fits and to remain in and fight over the content, rather than simply fleeing at the first sign of neutrals as happens with null content. FW was successful low-sec content because it accomplished these goals pretty well (stabbed plex farmers notwithstanding).
Herzog Wolfhammer
Sigma Special Tactics Group
#162 - 2017-03-13 23:34:01 UTC
Orakkus wrote:
So, does everyone have their own idea about how to make low-sec good, or have certain ideas/concepts started to get favor with the mass of low-sec players?




How quaint. There were a lot of threads like this when the revised combat scanning introduced in 2009 made getting scanned down and ganked inevitable instead of "chance of". Couple that with paying ransoms becoming double the "point and laugh at the fool" on somebody's pirate/gank blog.

It died a long time ago. And stays dead. Unless you are in FW. But that may well have been the intention. There are some sharp lowsec crews that protect their level 5 mission runners fairly well but to everybody else lowsec is like the parking lot of the shopping mall in those zombie movies.

Bring back DEEEEP Space!

Annabelle Le
The Mjolnir Bloc
Templis CALSF
#163 - 2017-03-13 23:57:41 UTC
Why do we want more people in low sec?


DeMichael Crimson
Republic University
Minmatar Republic
#164 - 2017-03-14 06:53:18 UTC  |  Edited by: DeMichael Crimson
Lan Wang wrote:
Are you too scared to go to losec without concord?, it's about "fixing" lower, not turning it into highec, doesn't do anything for game apart from cater to higher carebears

Despite the fact that you constantly troll post and badmouth others who don't share your viewpoint, I'll answer your question. As an explorer I travel quite often in both low and null sec space. After getting past Border systems, low sec is void of players. There's only one reason why players stay in high sec and that's CONCORD. Obviously you're too blind to see that.

Lan Wang wrote:
Salvos Rhoska wrote:
Lan Wang wrote:
it's about "fixing" lower

For the second time.

What, exactly, do you propose yourself towards that?


i dont really see anything which requires any sort of drastic changes like you and a few others suggested, this is the 2nd time i have said this.

1. remove gate/station guns (hurts solo/micro gang pvp)
2. remove recons dscan immunity when in fw plexes (thats cancer).
3. ban stabs from fw plexes
4. add in pirate faction warfare

Talk about Carebear, all you want is low sec to be changed into easy mode so you can gank with impunity. The changes you propose will drive even more players away from low sec. It's not about fixing low sec, it's about changing it to get more players operating in it.



DMC
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#165 - 2017-03-14 09:27:27 UTC
DeMichael Crimson wrote:
Lan Wang wrote:
Are you too scared to go to losec without concord?, it's about "fixing" lower, not turning it into highec, doesn't do anything for game apart from cater to higher carebears

Despite the fact that you constantly troll post and badmouth others who don't share your viewpoint, I'll answer your question. As an explorer I travel quite often in both low and null sec space. After getting past Border systems, low sec is void of players. There's only one reason why players stay in high sec and that's CONCORD. Obviously you're too blind to see that.

Lan Wang wrote:
Salvos Rhoska wrote:
Lan Wang wrote:
it's about "fixing" lower

For the second time.

What, exactly, do you propose yourself towards that?


i dont really see anything which requires any sort of drastic changes like you and a few others suggested, this is the 2nd time i have said this.

1. remove gate/station guns (hurts solo/micro gang pvp)
2. remove recons dscan immunity when in fw plexes (thats cancer).
3. ban stabs from fw plexes
4. add in pirate faction warfare

Talk about Carebear, all you want is low sec to be changed into easy mode so you can gank with impunity. The changes you propose will drive even more players away from low sec. It's not about fixing low sec, it's about changing it to get more players operating in it.



DMC


easy mode lol, no i gank with impunity anyway so nothing will change the way i play, how will removing pirates hidden in medium plexes with a fleet of recons drive more people away from lowsec? how will removing pointless tankable gateguns affect players coming into lowsec? stabs in plexes are stupid and encourage botting and pirate fw should have been added years ago

so yeah your idea to get more players into lowsec is completely gutting out lowsec and adding concord. ill troll and badmouth ideas that totally fck the space i live in, sorry if that doesnt align with your viewpoint but i live here.

on another note, lowsec is hardly void of players so i dont know where you get that idea from

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Keno Skir
#166 - 2017-03-14 09:35:44 UTC
Nat Silverguard wrote:
so you want JFs to slow boat and use gate from NS to HS and vice versa?

you want to kill the economy?


Don't be so apocalyptic dude the economy was just fine before Jump Freighters.
baltec1
Bat Country
Pandemic Horde
#167 - 2017-03-14 09:48:43 UTC
DeMichael Crimson wrote:
Lan Wang wrote:
Are you too scared to go to losec without concord?, it's about "fixing" lower, not turning it into highec, doesn't do anything for game apart from cater to higher carebears

Despite the fact that you constantly troll post and badmouth others who don't share your viewpoint, I'll answer your question. As an explorer I travel quite often in both low and null sec space. After getting past Border systems, low sec is void of players. There's only one reason why players stay in high sec and that's CONCORD. Obviously you're too blind to see that.

Lan Wang wrote:
Salvos Rhoska wrote:
Lan Wang wrote:
it's about "fixing" lower

For the second time.

What, exactly, do you propose yourself towards that?


i dont really see anything which requires any sort of drastic changes like you and a few others suggested, this is the 2nd time i have said this.

1. remove gate/station guns (hurts solo/micro gang pvp)
2. remove recons dscan immunity when in fw plexes (thats cancer).
3. ban stabs from fw plexes
4. add in pirate faction warfare

Talk about Carebear, all you want is low sec to be changed into easy mode so you can gank with impunity. The changes you propose will drive even more players away from low sec. It's not about fixing low sec, it's about changing it to get more players operating in it.



DMC


Removing a ton of content from the game does not fix anything, you make the situation much worse.

Simple fact here is most people in highsec have no reason to go to low sec because highsec gives them better rewards for near zero effort and risk. This is what is hurting the game as a whole. Moving highsec ice to lowsec, shaking up the mineral distribution so at least one mineral can only be found in lowsec will have a big draw. Missions do need some work, possible stopping blitzing, removing burners from highsec or just straight up moving level 4s to lowsec. PI should be shaken up so that some materials only come from low sec, LP rewards should be altered so some of the popular ones only come from low sec.

There are other things that should probably change such as probing being made harder so that its both more difficult to pinpoint people but also means good probers stand out a lot more than bad ones. It could even be argued to ban the use of cynos in low but allow caps to still use gate but that would be a bitter pill to swallow for null JF pilots.

Nat Silverguard
Aideron Robotics
Aideron Robotics.
#168 - 2017-03-14 10:00:17 UTC
Keno Skir wrote:
Nat Silverguard wrote:
so you want JFs to slow boat and use gate from NS to HS and vice versa?

you want to kill the economy?


Don't be so apocalyptic dude the economy was just fine before Jump Freighters.


so why was JF added anyway? is it because of necessity or CCP just being nice?

Just Add Water

Lug Muad'Dib
Funk'in Hole
#169 - 2017-03-14 10:27:08 UTC
Lowsec is the best place in Eve for a lot of pvp players and casual, we don't want bubbles or CONCORD.. Roll

I understand that lot of people want to stay in high sec, most won't go to low sec or null anyway, you can nerf high sec and increase reward in low as you want, at best they will unsub, that's dumb and CCP know it.

And if you like the boring 0.0, i don't know why but that's fine for you, stay here and let's other enjoy the game they love in low sec.
erg cz
Federal Jegerouns
#170 - 2017-03-14 10:38:54 UTC
baltec1 wrote:

Simple fact here is most people in highsec have no reason to go to low sec because highsec gives them better rewards for near zero effort and risk. This is what is hurting the game as a whole.



People are in high sec cause they want to PvP, when they want to PvP, not when some jerk with huge self esteem issues is looking for easy kill. All suggestions how to make high sec unplayable will only remove large chunk of players out of the game, not move them into low sec.
Make low sec more lucrative. Make it place, where you find your PvP in a matter of minutes. Comparing to tens of minutes of roaming empty null that alone will drive even null sec dvellers into low sec. I do not want to repeat here my suggestions how to do this, cause I already posted them in this thread, but I believe low sec has very very big potential and role in New Eden as a prime arena for solo / small gang pvp.
Black Pedro
Mine.
#171 - 2017-03-14 10:47:22 UTC  |  Edited by: Black Pedro
baltec1 wrote:
Simple fact here is most people in highsec have no reason to go to low sec because highsec gives them better rewards for near zero effort and risk. This is what is hurting the game as a whole. Moving highsec ice to lowsec, shaking up the mineral distribution so at least one mineral can only be found in lowsec will have a big draw. Missions do need some work, possible stopping blitzing, removing burners from highsec or just straight up moving level 4s to lowsec. PI should be shaken up so that some materials only come from low sec, LP rewards should be altered so some of the popular ones only come from low sec.
Indeed. The imbalance of risk vs. rewards is the source of many of the problem of the game, including a underpopulated lowsec.

Players whine and complain how highsec isn't safe enough, but given how much reward there is, it is still far, far too safe. Something like 80%+ of industrial activity, and 95%+ of the trade, still goes on there, not to mention the significant amount of mining, and ISK generation via Incursions and Level 4 missions that rival the ISK/h of the other spaces. CCP's failure to address this problem is the largest problem preventing the realization of the player-run empire game they set out to build. Why build an empire when you can just hide beneath the skirts of the NPC empires and let them protect you while you make about the same reward?

I would have no problem making highsec even safer if risk vs. reward was properly balanced. Unfortunately, as it is highsec is the go-to place for the majority of veterans to make their ISK or do their industry and these economy-altering activities need to be at risk. CCP really needs to address this identity crisis of what highsec is suppose to be: either it should be a much safer, but much poorer zone for new, solo and casual players to mess around and have fun in safety (and also poverty), or it is the heart of the competitive aspect of the game and thus players need more tools to interfere with each other, especially those gathering large amounts of resources or doing significant amounts of industry. The current situation we have ended up with of a highsec that is both safe and lucrative is acting as an anchor on the other spaces, draining much of the reason to go out there and collect resources, or take space and build an empire, leaving the primary attraction of non-highsec as just a space with less PvP restrictions for meaningless and consensual PvP roams or fleet fights. That's fine if you are a building a consensual fleet flight simulator where players mostly fight for honour. That is not-so-fine if you are trying to build a competitive virtual universe where players fight for space and resources.

I really hope this new space CCP Seagull says is coming forces CCP to address this imbalance and redo the risk vs. reward across the spaces. This new space is going to have to have some attraction over highsec to get players to want to move there and not just become another underutilized section of sov nullsec.
Salvos Rhoska
#172 - 2017-03-14 11:51:48 UTC
Nat Silverguard wrote:
Keno Skir wrote:
Nat Silverguard wrote:
so you want JFs to slow boat and use gate from NS to HS and vice versa?

you want to kill the economy?


Don't be so apocalyptic dude the economy was just fine before Jump Freighters.


so why was JF added anyway? is it because of necessity or CCP just being nice?

Answer that yourself.

Protip: They are not a necessity, least of all in LS.
March rabbit
Aliastra
Gallente Federation
#173 - 2017-03-14 12:05:44 UTC
baltec1 wrote:

Simple fact here is most people in highsec have no reason to go to low sec because highsec gives them better rewards for near zero effort and risk. This is what is hurting the game as a whole. Moving highsec ice to lowsec, shaking up the mineral distribution so at least one mineral can only be found in lowsec will have a big draw. Missions do need some work, possible stopping blitzing, removing burners from highsec or just straight up moving level 4s to lowsec. PI should be shaken up so that some materials only come from low sec, LP rewards should be altered so some of the popular ones only come from low sec.

Not true.

Anything in low-sec pays more than in high-sec. The only reason high-sec has "better rewards" is CONCORD.

Moving anything from high-sec to low-sec you just basically remove it from the game. For example look at lvl5 missions. Comparing to any other levels they are almost ignored. Move lvl4 to low-sec -> the same will happen to it.
Other example: incursions.

In general anything which needs you to sit there in PVE fitted ship for prolonged periods of time dies if you move it to low-sec.

I would say that only Burners have any chance to not be forgotten if moved. And it's only because they are run in frigate-sized ships and take small time to complete.

baltec1 wrote:

There are other things that should probably change such as probing being made harder so that its both more difficult to pinpoint people but also means good probers stand out a lot more than bad ones. It could even be argued to ban the use of cynos in low but allow caps to still use gate but that would be a bitter pill to swallow for null JF pilots.

Here are ideas i can support.

The Mittani: "the inappropriate drunked joke"

ApexDynamo
Neurosurgical Reconstruction Centre
#174 - 2017-03-14 12:13:46 UTC
Lowsec and nullsec should be like Wormholes, With no local's make more risk only place that should have a local is highsec Big smile
Salvos Rhoska
#175 - 2017-03-14 12:15:35 UTC  |  Edited by: ISD Chanisa Nemes
Nat Silverguard wrote:
fck off dude, this is a forum, ii want to know other's opinion.


That's why I gave mine, and am asking for yours.
erg cz
Federal Jegerouns
#176 - 2017-03-14 14:28:22 UTC
ApexDynamo wrote:
nullsec should be like Wormholes, With no local's make more risk only place that should have a local is sec Big smile


Do you think, that pushing players out from where they used to live is a good way to get them into places, where they do not want to live? If you remove local from null, players will simply abandone null but they will not go to olw sec or high sec - they go to different game.

Lure people to the place you want them to be, do not push them from the place they want to be. There is a difference.
Cade Windstalker
#177 - 2017-03-14 14:42:49 UTC
baltec1 wrote:
Removing a ton of content from the game does not fix anything, you make the situation much worse.

Simple fact here is most people in highsec have no reason to go to low sec because highsec gives them better rewards for near zero effort and risk. This is what is hurting the game as a whole. Moving highsec ice to lowsec, shaking up the mineral distribution so at least one mineral can only be found in lowsec will have a big draw. Missions do need some work, possible stopping blitzing, removing burners from highsec or just straight up moving level 4s to lowsec. PI should be shaken up so that some materials only come from low sec, LP rewards should be altered so some of the popular ones only come from low sec.

There are other things that should probably change such as probing being made harder so that its both more difficult to pinpoint people but also means good probers stand out a lot more than bad ones. It could even be argued to ban the use of cynos in low but allow caps to still use gate but that would be a bitter pill to swallow for null JF pilots.


I feel like you're both overestimating the draw these sorts of changes would have and targeting the wrong groups of players.

Ice is already pretty limited in High Sec, and tends to get mined out pretty quickly in most space. It also already exists in Low, and that's not enough to draw generally risk-averse high sec miners into Low.

There's already the potential for good rewards from Low Sec site running, many Low Sec Deadspace modules are worth far more than their Null or High Sec counterparts (looking at you A-type tank mods).

You're never going to force people into Low who don't want to be there, and you're never going to coerce people out into Low just to get blown up unless you make it so that the actual risk of dying is low enough that they can make money there reliably, something the existing Low Sec crowd will never accept.

As for stuff like removing L4 missions, LP rewards, and a ton of other established High Sec content and moving it to Low, I think you're assuming that people will chase that stuff out to Low when most of them will either just do other things in High Sec or leave the game if they can't afford their accounts anymore on High Sec income. You might be fine with those players leaving, but I don't think CCP will ever do it, they'd lose way too many players and the game as a whole would suffer for it.

Shifting rewards from High Sec to Low just isn't a good approach. The rewards in Low could just be straight up increased, but they're already pretty high if you know what to look for. That means the actual changes need to come in the form of either an increase in *perceived* risk, or rewards. Perception can do a lot for an area of the game and often trumps reality.
Frostys Virpio
State War Academy
Caldari State
#178 - 2017-03-14 14:46:06 UTC
baltec1 wrote:


There are other things that should probably change such as probing being made harder so that its both more difficult to pinpoint people but also means good probers stand out a lot more than bad ones. It could even be argued to ban the use of cynos in low but allow caps to still use gate but that would be a bitter pill to swallow for null JF pilots.



I too want to go on escort fleet to get **** moved. Wait no I don't. Yeah you can slingshot things into warp but that's no reason to make gating through LS with JF/freighters a needed thing.
Salvos Rhoska
#179 - 2017-03-14 15:20:05 UTC
Cade Windstalker wrote:
Snip


I agree with your analysis.
Increasing LS rewards will not bring more HS players in.
It hasnt.

This raises the question of whom it might.
To which the answer is, NS neighbors.

Which goes right to the core of why whom is arguing for what.

NS wants supers, cynos, JFs and better rewards in LS.

Why? Consider the assets of NS entities entering and exiting LS, compared to HS entities on the other side of the LS "blood barrier" (to those unfamiliar with the term, its the tissue qualities which prevent pathogens from passing from the blood stream into the brain)

LS is sandwiched between HS and NS, and geographically narrow.
Furthermore, LS is sandwiched between too entirely different safety systems.
HS as the extreme of safety, and NS as the lowest.

If any NS agent passing through LS is engaged, NS can drop right ontop of them.
If LS responds, NS can keep funneling its far larger player/resource base ontop of it.
This cannot happen from the HS direotion, either in support, retaliation, or otherwise.

And that in and of itself, is not yet considering the safety of JFs jumping past gates on entry, nor warping to citadels.
LS, due to lack of bubbles, cannot prevent them exiting the final gate to HS.

TLDR: Current mechanics, make LS, NS's little b***h.
The transit barriers between NS, LS, and HS, in that sequence and back, must be reinforced.
Marcus Binchiette
Federal Vanguard
#180 - 2017-03-14 15:36:22 UTC
Before you start trying to fix lowsec please first of all consider what the problems are. I'm seeing a lot of misdirected solutions posted by people who have no consensus on what the problem with lowsec is.

For the most part lowsec is good. I'm working in lowsec much more than I was before, and it does provide a natural and necessary progression from highsec to nulsec. If you remove this stepping stone then you will discover that new players will never discover PvP and will be forever locked into highsec.

The reason why lowsec is important is that it reduces some of the overpowered strategies of nulsec, with interception cruisers, interdictors, and bubbles. So it requires targeted warp disruption/scrambling and is a place where warp stabiliser mechanics can play out. This combined with guns on gates and stations creates a greater level of mobility for logistics. Which is something you will not find in lowsec. Without these pro's logistics (and hence any meaningful industry or PI) would be unattainable to the newer player.

There is also the FW element, which I would argue is the greatest fun I've had in EVE Online. I don't agree with providing a Concord response for Pirate vs. FW players, or FW vs. Neutrals. As this grey area is one of the charms of lowsec. Even as frustrating as it is when pirates take sides in FW contests, I still wouldn't remove this. If you are indeed going to make FC unable to target neutral's and pirates, this must be a bilateral restriction. This alone would remove all piracy and much of the fun from lowsec would disappear.

There is also another aspect of low vs. nulsec with regard to PI. In nulsec the sovereignty locks out non-alliance members from PI. Whereas lowsec anyone can use the POCO. Which means that lowsec PI is attainable for the solo player or small corp. Removing lowsec would force people into nulsec alliances and make PI unattainable for newer players.

I don't have any problem with super capitals in lowsec or highsec. Though, I think that a better approach is to have module activation restrictions. Such that Carriers and Dreads and Titans can move through lowsec (and even highsec) but cannot deploy fighters or modules within the higher security systems.

In short, I don't see any real problems with lowsec the way it is, and if people do have problems with it I'd like them to firstly define what those problems are.