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Low-sec Hopes and Changes

Author
Cade Windstalker
#221 - 2017-03-16 16:52:14 UTC
baltec1 wrote:
This is pretty much the problem. Highsec has been buffed in terms of reward while the risks have been greatly reduced. Nerfs are needed to bring back some sort of balance simply because buffing everywhere else will just cripple the game.


I don't really feel like this is accurate.

Level 4 missions haven't substantially changed. Ganking has changed a *little* but mostly to keep balance about where it's always been, more or less.

High Sec mining has dropped relative to pretty much everything else due to inflation and buffs to Null and Low.

High Sec exploration is easier now but consequently pays significantly worse on average.

The only thing that's *really* changed high sec much in the last 5 years is Incursions, and the income from those has been pretty steady and drastically lower overall than rat bounties and other sources of income, and pretty much anything out in Null is consistently higher income for less work and logistics.

Also a respectable level of High Sec income is needed to allow people to get out into Low and Null in the first place. Otherwise the only feasible options a player has for getting enough to do something like buy their first Carrier, or recover from a stinging loss, are to join a group that's already out in Null. If for whatever reason that's not an option if there weren't any good High Sec income options they'd be pretty stuck.

baltec1 wrote:
The reason for exploration nerfs is we need to drastically cut down the number of BPC's dropping as well as mods. Right now there is a huge oversupply. NS would be nerfed in that pirate battleship fleets would no longer be an option.


Yes, but this wouldn't really nerf Null PvE options, just affect Null PvP and do so fairly evenly across the board.

baltec1 wrote:
Frankly I think it all needs a shakeup.

The null levels of income are not sustainable, hence the multiple rorqual nerfs to try and stop the collapse of the mineral market and this first attempt to deal with carrier/super ratting. High is offering too much income for the level of risk you have while low sec is sort of left to fester.

Mix in there a revitalization of pvp in all areas, more content, more interaction and things would get more interesting.


The whole Null income thing has been a fairly recent development though, as indicated by the MER graphs, and it has been an issue with Null incomes skyrocketing not any real changes in other areas of the game changing to produce this issue. On top of that there's some question as to whether or not there's actually an issue here. Since the tax changes with Citadel the ISK supply in the economy has remained fairly stable despite the increase from ratting. This suggests that the income levels in Null are sustainable at present levels.

The mineral market issue was its own thing, separate from the income from carrier ratting. The issue with the Rorqual was it drew a ton of people into mining who hadn't mined previously much if at all, and that combined with the huge yields of the Rorqual creates a massive mineral surplus that flooded the market.

So the problem there wasn't so much that the Rewards in general were too good, it's that the mineral production was massive outpacing consumption and what the market could soak.

That last sentence is just kind of fluff. It's a great high level idea, but what would have to be done to actually *do* that is a massive pile of work and it's questionable if the high level statements there are even actually achievable. It's like someone saying "Make Low Sec more attractive and active!" or "Make an amazing game that'll sell a billion copies!" Sure, that's a great idea... how?

The problem with Low isn't that the rewards are bad, though they could use a bit of tweaking, it's that the perceived risk is very high and the tools for risk mitigation are pretty skant compared to High and Null. The problem then is if you actually decrease risk in Low then you'll get complaints, and any change simply in perceived risk as opposed to actual risk will just as likely fool the Low dwellers as anyone who might pop in to create content.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#222 - 2017-03-16 16:53:29 UTC
MoonDragn wrote:
Lan Wang wrote:
this is about improving lowsec not gutting lowsec and null so you can put it in highsec, you can run lvl 5's in a rattlesnake, you dont need capitals.

that being said everyone would just go to highsec and thats not good for anything



If you can solo Lvl 5s in a rattlesnake then that ship needs to be nerfed or the level 5s changed. Level 5s were meant to be team PVE content.

Everyone can go to high sec for the content, but it won't put out the same isk reward because the risk is lower, simple.


that will have a knock-on affect on the lp markets making them worthless in lowsec

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*

MoonDragn
ZiTek
#223 - 2017-03-16 16:57:42 UTC
Lan Wang wrote:


that will have a knock-on affect on the lp markets making them worthless in lowsec


Why should it? Lower rewards means lower rewards. LP included. Or rather since the content will require a team, the LP will have to be shared anyway.

Soloing level 5s should not be possible unless you are in a large capital ship period. No exceptions. That will balance the content better than it is now.

Ronimil
Lock'n'Roll
#224 - 2017-03-16 17:15:34 UTC
ImYourMom wrote:
Mr Epeen wrote:
Orakkus wrote:
So, does everyone have their own idea about how to make low-sec good,
I don't know about everyone, but I do.

Get rid of it. All you need is lawful space and lawless space. No need for some in between space that makes no one happy.

Mr Epeen Cool



i sort of agree with this. low sec doesnt deter pirates or anything because the penalties are so easy overcome so whats the point. changing gate gun mechanics and adding tags for sec was a big mistake. tbh gates should be almost alpha-ing. they are so easily tanked. criminal flags are again pointless and can be avoided. its just about immersion and content. with piracy pretty much a none thing now you dont even get flashy red epeen anymore which tbh 8 yrs ago was pretty cool.

miners wont mine either, no point attempting lvl 4 and 5 missions in low sec either its just not worth the risk

the problem is why do a level 4 mission in low sec for example when you can do one in highsec at no risk. Perhaps one change ia that we have 3 clear distinct tiers where perhaps only 1-2 missions in high, 3-4 in low and 5 in null. that sort of thing.

it is n fact pointless.. so actually yes i agree. id like to see more 0.0 npc instead tho


Do you even gate camp? I would use a smaller ship w/ faster lock, throw up bubbles, basically what null sec is.Gate guns aren't effective when there's a 10 man gang of cruisers, but if it's one or two guys camping it, it can help a lot. The guns are 350 dps (175 each). So if sit on gate with a solo BC, attack your cruiser that's tanked to high hell, I might actually die.

Watch this freighter get attacked in low sec by a hurricane, and then hurricane attacks until it explodes: https://www.youtube.com/watch?v=BlNERUpwhV8
Just skip to 7 mins 30 sec



Drake Aihaken
CODE.d
#225 - 2017-03-16 17:58:33 UTC
MoonDragn wrote:
Soloing level 5s should not be possible unless you are in a large capital ship period. No exceptions. That will balance the content better than it is now.

L5s weren't designed to be run in capitals or the acceleration gates would allow them. The fact that some L5 missions are directly warpable to is merely a happy coincidence for capitals. And no one would run L5s with embedded rooms in capitals because you'd essentially be trapping yourself without an option to quckly align out.
MoonDragn
ZiTek
#226 - 2017-03-16 18:05:39 UTC  |  Edited by: MoonDragn
Drake Aihaken wrote:
MoonDragn wrote:
Soloing level 5s should not be possible unless you are in a large capital ship period. No exceptions. That will balance the content better than it is now.

L5s weren't designed to be run in capitals or the acceleration gates would allow them. The fact that some L5 missions are directly warpable to is merely a happy coincidence for capitals. And no one would run L5s with embedded rooms in capitals because you'd essentially be trapping yourself without an option to quckly align out.


Well like I said, they were meant to be group content, not solo content. Should not be soloable anyway. It being soloable is a mistake that I think they should fix.

That taken care off, it wouldn't have much impact to bring it to high sec cause the rewards will have to be shared with a group. I think it should be a group of coordinated min of 3 people to prevent being soloable in multi-boxing alts.
Torin Corax
Republic Military School
Minmatar Republic
#227 - 2017-03-16 18:14:39 UTC
Cade Windstalker wrote:


snip...


The problem with Low isn't that the rewards are bad, though they could use a bit of tweaking, it's that the perceived risk is very high and the tools for risk mitigation are pretty skant compared to High and Null. The problem then is if you actually decrease risk in Low then you'll get complaints, and any change simply in perceived risk as opposed to actual risk will just as likely fool the Low dwellers as anyone who might pop in to create content.


Agreed.

However, what would you define as reducing risk as opposed to reducing perceived risk?

Myself, I'd consider any use of "defensive" NPC's, be it improved gate guns, police, Concord Light etc. to be unacceptable as this is attempting to make Low sec safer by direct manipulation of the base mechanics that define it. Perceived risk is trickier, that's entirely subjective, and largely dependent on the knowledge of the individual.

That's why I tend towards manipulating the PvE content itself to allow for a different approach to participation.
If low sec PvE was geared towards more "survivable" ships, preferably PvP fit ships, then it could serve to act as an encouragement to bring "fresh Blood" into low as well as reward those who spend a fair bit of their time in low sec already.
More people spending more time in low sec= more possibility of random PvP for those that want it. How successful it is depends on skill and luck, much as it does now.



Scialt
Corporate Navy Police Force
Sleep Reapers
#228 - 2017-03-16 18:22:32 UTC
Torin Corax wrote:
Cade Windstalker wrote:


snip...


The problem with Low isn't that the rewards are bad, though they could use a bit of tweaking, it's that the perceived risk is very high and the tools for risk mitigation are pretty skant compared to High and Null. The problem then is if you actually decrease risk in Low then you'll get complaints, and any change simply in perceived risk as opposed to actual risk will just as likely fool the Low dwellers as anyone who might pop in to create content.


Agreed.

However, what would you define as reducing risk as opposed to reducing perceived risk?

Myself, I'd consider any use of "defensive" NPC's, be it improved gate guns, police, Concord Light etc. to be unacceptable as this is attempting to make Low sec safer by direct manipulation of the base mechanics that define it. Perceived risk is trickier, that's entirely subjective, and largely dependent on the knowledge of the individual.

That's why I tend towards manipulating the PvE content itself to allow for a different approach to participation.
If low sec PvE was geared towards more "survivable" ships, preferably PvP fit ships, then it could serve to act as an encouragement to bring "fresh Blood" into low as well as reward those who spend a fair bit of their time in low sec already.
More people spending more time in low sec= more possibility of random PvP for those that want it. How successful it is depends on skill and luck, much as it does now.





The issue is that PvP is not lucrative for most (maybe for you experts... but for me it's a sink).

I do enjoy FW space in low-sec for PvP action... but I don't make isk in Low... I jump to Null or to High for that. And when I'm in "isk making" mode in null I run from combat rather than looking for it.

Maybe I'm doing it wrong.
Cade Windstalker
#229 - 2017-03-16 18:24:51 UTC  |  Edited by: Cade Windstalker
Torin Corax wrote:
Agreed.

However, what would you define as reducing risk as opposed to reducing perceived risk?

Myself, I'd consider any use of "defensive" NPC's, be it improved gate guns, police, Concord Light etc. to be unacceptable as this is attempting to make Low sec safer by direct manipulation of the base mechanics that define it. Perceived risk is trickier, that's entirely subjective, and largely dependent on the knowledge of the individual.

That's why I tend towards manipulating the PvE content itself to allow for a different approach to participation.
If low sec PvE was geared towards more "survivable" ships, preferably PvP fit ships, then it could serve to act as an encouragement to bring "fresh Blood" into low as well as reward those who spend a fair bit of their time in low sec already.
More people spending more time in low sec= more possibility of random PvP for those that want it. How successful it is depends on skill and luck, much as it does now.


I think it's almost impossible to change perceived risk without also changing real risk, at least slightly. The trick is for the actual change in real risk to be small in exchange for a greater change in perceived risk.

For example I think the lack of local in Wormholes makes a lot of people feel safer than they actually are. Similarly people who aren't used to getting ganked through a wormhole, or don't understand their spawn mechanics, may feel safer out in an isolated null system than is actually the case.

In general I like this general approach, lowering the barrier to entry to Low Sec content and thus asking people to risk less for the rewards being offered, and consequently hopefully bringing more people out into Low Sec. If you told me I could spend a few hours tooling around Low in a T2 fit T1 Cruiser hull to farm A and B-type Deadspace modules I'd absolutely pick that over spending tens of hours running missions, ratting, or something similar in High or Null.

In a way this could also be considered a change in perceived risk, in that the risk of losing your ship doesn't really change (if anything you're more likely to lose a T1 Cruiser hull than something more expensive), but because you're being asked to risk less the trade-off seems more worthwhile.

Scialt wrote:
The issue is that PvP is not lucrative for most (maybe for you experts... but for me it's a sink).

I do enjoy FW space in low-sec for PvP action... but I don't make isk in Low... I jump to Null or to High for that. And when I'm in "isk making" mode in null I run from combat rather than looking for it.

Maybe I'm doing it wrong.


He's not talking about PvPing for money, he's talking about being able to take a PvP fitted or generally cheaper ship to do PvE content and still being able to do the content reasonably effectively.

Right now most low-sec site runners use specialized fits that are very hard to catch and minimize risk by spending very little time doing each site, and these fittings bear basically no resemblance to a PvP fit. They won't have a point, webs, or any of the normal PvP fittings.

If you can bring a PvP fitted ship to do PvE then you feel safer and can generally spend less on a ship for doing the sites, instead of using a .5-1.5b site running T3C.
Frostys Virpio
State War Academy
Caldari State
#230 - 2017-03-16 18:40:27 UTC
Cade Windstalker wrote:

For example I think the lack of local in Wormholes makes a lot of people feel safer than they actually are. Similarly people who aren't used to getting ganked through a wormhole, or don't understand their spawn mechanics, may feel safer out in an isolated null system than is actually the case.



I wonder what WH people would so if someone decided to cap a system and talk in local just to be sure he appear in the chat window as being in system.
Torin Corax
Republic Military School
Minmatar Republic
#231 - 2017-03-16 18:52:08 UTC  |  Edited by: Torin Corax
Scialt wrote:


The issue is that PvP is not lucrative for most (maybe for you experts... but for me it's a sink).

I do enjoy FW space in low-sec for PvP action... but I don't make isk in Low... I jump to Null or to High for that. And when I'm in "isk making" mode in null I run from combat rather than looking for it.

Maybe I'm doing it wrong.


It's not so much about making PvP profitable, that's not the main goal of most PvP activities in Low sec, it's about making the PvE content more accessible imo.

I ratted my sec back up from -10 before tags were a thing. I did this in low sec in PvP fit ships. It was boring as hell for the most part, but completely possible. I did surprise more than one "pirate" who thought I'd be an easy kill as a ratter, which was the point. Now, it would of been a lot quicker to use a dedicated PvE fit ship, but far less safe, and this was just standard belt ratting (with a lot of system jumps thrown in for more efficient BS farming). Bear in mind I was doing this exclusively to raise sec, not make isk....in the time taken I would of made significantly more isk doing missions in HS....and that's the crux of the issue for me.

Now I'm no expert, so am willing to defer to those with more experience, but just how efficient is it to run the higher-end PvE sites in a PvP ship? Furthermore, just how expensive would those ships need to be to give a reliable return on the time spent to make it a preferable option over HS incursion/ missioning?

I honestly believe that LS could benefit from PvE activities that a more accessible (read: safer) by virtue of being designed around ships that are themselves inherently "safer" to fly...PvP fit frigs, dessies and cruisers for example. The rewards would be weighted to allow these ship types to out-earn their counterparts in HS by a significant margin, preferably in content that allows for a relatively low exposure time.

Data/ relic sites are an example of what I would consider to be almost ideal. The exposure time is low ( only really exposed on gates and while performing a hack), and the rewards can be relatively decent. However the time lost while probing etc. leads to pretty low efficiency and there is a rather large amount of RNG thrown in for good measure. Subsequently it requires rather a considerable time investment.....time that could be earning a player far more in HS.

TLDR: It's not the mechanics of Low sec that really need a change, it's the mechanics/ rewards of the PvE content.
MoonDragn
ZiTek
#232 - 2017-03-16 20:21:47 UTC
Another solution would be to remove local in all low and null sectors. I don't see any reason why anyone should be able to automatically see who is in the system. How is that happening anyway? There is a magic sensor that tells everyone automatically who is in the system?

I can see how it would work in Hi-sec if the government monitors the traffic and broadcast it as a public service, but that should not happen in low and null sec.
Cade Windstalker
#233 - 2017-03-16 21:01:06 UTC
MoonDragn wrote:
Another solution would be to remove local in all low and null sectors. I don't see any reason why anyone should be able to automatically see who is in the system. How is that happening anyway? There is a magic sensor that tells everyone automatically who is in the system?

I can see how it would work in Hi-sec if the government monitors the traffic and broadcast it as a public service, but that should not happen in low and null sec.


That's actually more or less exactly what happens in k-space. When you enter a system you're registered on the local broadcast node and everyone on the node is visible to everyone else on that node. It's part of the Capsule tech and therefore not under player control. In WHs the supporting infrastructure doesn't exist (because waaaaay beyond the gate network) so there's no local.

From a gameplay perspective it makes it easier to find people and thus create content.

Whether or not that's still valid or necessary is, I want to stress, a topic for another thread, it's been done to death.

Torin Corax wrote:
...

Data/ relic sites are an example of what I would consider to be almost ideal. The exposure time is low ( only really exposed on gates and while performing a hack), and the rewards can be relatively decent. However the time lost while probing etc. leads to pretty low efficiency and there is a rather large amount of RNG thrown in for good measure. Subsequently it requires rather a considerable time investment.....time that could be earning a player far more in HS.

TLDR: It's not the mechanics of Low sec that really need a change, it's the mechanics/ rewards of the PvE content.


An experienced prober can actually run sites pretty quickly, and almost anything in Low is going to be at least a little RNG dependent. The site rewards, especially for combat sites, area already fantastic, the problem is basically what you're describing. They either require expensive and very hard to catch PvE ships to run or a significant group which is inherently inefficient.

I'm not personally aware of anyone who runs Low sites in a PvP fitted ship. That's not to say they don't exist, just that it's not a common profession and is fairly niche all things considered.
Salvos Rhoska
#234 - 2017-03-16 21:01:44 UTC
MoonDragn wrote:
Not impossible. Separate the two and you will be perfectly fine. There is no reason for predators and prey, if that is what you want then expect to lose players until all you have is predators and no prey at all.

Destruction must happen, commensurate to resource generation.

Separating the two, is certain death.
Rotho Ataru
Imperial Shipment
Amarr Empire
#235 - 2017-03-16 21:12:40 UTC
I posted by ideas for improving low sec in the war dec thread in this post.

Copy-pasta for easier reference:

Quote:

Here are some vague ideas I was thinking of. They aren't fully fleshed out, but I think that we should be thinking outside of the box for ways to encourage PVP without needing a war dec system.


  • Make low sec more profitable: Hopefully the increased traffic (and destruction) would balance out the extra production.
  • Make gate camps have a cost: Currently entering a low sec system in a gate gamp is like walking down a booby-trapped hallway with arrows being shot at you from the walls and the door at the end of the hallway rapidly closing. You don't want to do this in anything worth any sort of value. We should have NPC security who can tackle and EWAR gankers at low sec gates when they attack someone who just uncloaked. This way gate campers pay a price for cowardly ambush mechanics unless they bring a large enough group to neutralize their target and the security guards. By allowing people to feel SOMEWHAT safe entering a low sec system, they will also be more likely to rat there and mine there. The RP reason could be that NPC corps want people to travel in their system, do their missions, pay their station taxes, etc. and gankers discourage that.
  • Make it possible to hire a NPC's corp's help when you want to solo: They wouldn't be very strong ships, but they will at least make up for the fact that solo gankers have every advantage if they catch you. If you are doing a mission or mining in low sec, unless you have hired help, you have NO FIGHTING CHANCE against any aggressors. The aggressor comes into the fight with the advantage of picking their own target and often times their target is not at full health if it's a mission ship (you know, those expensive, easy kill mails you love). The aggressor should have to have as much on the line as the person being attacked. This is not currently the case. Mission ships and mining ships are just floating kill mails in low sec.



As a high sec care bear myself, I would love to enter low sec if it was worthwhile and I wasn't 100% sure I would be blown up immediately without being able to fight back. High sec is more fun because I can fly battleships and I can undock without a fleet behind me. Low sec is for cruisers and below. And even then, you have to have PVP fit at all times. That's super restrictive and boring IMO. Also, where's the isk to compensate for the free-for-all destruction I have to endure as a visitor or hell, even a resident?
Salvos Rhoska
#236 - 2017-03-16 21:21:46 UTC
Rotho Ataru wrote:
Low sec is for cruisers and below. And even then, you have to have PVP fit at all times. That's super restrictive and boring IMO. Also, where's the isk to compensate for the free-for-all destruction I have to endure as a visitor or hell, even a resident?


Explain this.
Rotho Ataru
Imperial Shipment
Amarr Empire
#237 - 2017-03-16 21:25:45 UTC
Salvos Rhoska wrote:
Rotho Ataru wrote:
Low sec is for cruisers and below. And even then, you have to have PVP fit at all times. That's super restrictive and boring IMO. Also, where's the isk to compensate for the free-for-all destruction I have to endure as a visitor or hell, even a resident?


Explain this.

It would be foolish to take a mission ship into low sec. You'd be easily found and gunned down if you even make it through the gate camps because you don't have a fit for PVP, you have a fit for damage high sustained damage.

I could fit for PVP but then the same missions would take longer for me to do and I still would easily lose my battleship to a frigate who tackles me until his buddies come to share the kill mail.

You basically need a fleet with you if you're in anything that's too large because you are a juicier target and easier to tackle.
MoonDragn
ZiTek
#238 - 2017-03-16 21:29:45 UTC  |  Edited by: MoonDragn
Salvos Rhoska wrote:
MoonDragn wrote:
Not impossible. Separate the two and you will be perfectly fine. There is no reason for predators and prey, if that is what you want then expect to lose players until all you have is predators and no prey at all.

Destruction must happen, commensurate to resource generation.

Separating the two, is certain death.



That's fine as long as it is your resources being destroyed. Go buy an expensive ship and let me blow it up a few times. Right now piracy is lower risk because they are using inexpensive ships to pirate with. With the high level missions the ships are expensive.

Where is the risk vs reward here?
Drake Aihaken
CODE.d
#239 - 2017-03-16 21:31:05 UTC
Supercapitals, jump freighters and cynos are the problem in null-sec. You either go small or you go broke because you can't compete against the larger null-sec alliances. Removing all their toys from low-sec is the first step. Nerfing high-sec Incursions and Burners to deny a lucrative and risk-free income source for null-sec alts is the second. After that, with a few tweaks the problems will largely take care of themselves.
Penance Toralen
School of Applied Knowledge
Caldari State
#240 - 2017-03-16 21:45:47 UTC
Cade Windstalker wrote:
The only thing that's *really* changed high sec much in the last 5 years is Incursions, and the income from those has been pretty steady and drastically lower overall than rat bounties and other sources of income, and pretty much anything out in Null is consistently higher income for less work and logistics.


You missed the addition of Sisters of Eve faction ships. Which inflated the value of SoE LP and their missions. So much so that CCP had to shift around their agent types to increase the number of Security agents accessible to mission runners. No other pirate faction is available in high-sec.

I wouldn't mind seeing a graph of the number of missions run by type and volume.