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Low-sec Hopes and Changes

Author
Torin Corax
Republic Military School
Minmatar Republic
#281 - 2017-03-17 20:16:28 UTC
MoonDragn wrote:
Torin Corax wrote:
MoonDragn wrote:


What does concord have to do with any of this? The reason for Concord in HS is to keep PVP out of HS, which currently it doesn't because of the stupid suicide bombers. That needs to be fixed as well.


No it's not. If CCP wanted to keep PvP out of high sec, it would be impossible to attack anyone without a valid war dec.

Suicide ganking is present by design. It's nothing new, CCP have had over a decade to get rid of it if that's what they actually wanted to do. They quite obviously don't.

CONCORD exist primarily to allow for a distinct area in which there is punishment for crimes committed, unavoidable ship destruction is the consequence for breaking the law. They are not there to make it impossible to break the law though. This is by very deliberate design.


If that was true, then stations in HS would still be destroyable. The changes they have made recently have all been to make it harder and harder to pvp in HS. Not less.


Stations are not destroyable therefore CONCORD is broken????( Seriously, I don't get that argument at all, what am I missing?)

Harder to PvP sure...but not impossible. Again, by design. If CCP wanted non-consensual PvP to be gone in HS all they need to do is lock safeties to green and it's done.

OT: I'm all for leaving HS content where it is atm. Payout for HS missions/ incursions could be looked at perhaps.
Personally though, I'd like to see new content, specifically tailored to LS introduced to entice people there rather than force. I tend to be carrot, not stick, in my approach....unless there is a very specific reason for stick of course.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#282 - 2017-03-17 20:37:47 UTC
Salvos Rhoska wrote:
Lan Wang wrote:
HE WANTS A LESS REWARD VERSION OF LVL 5 MISSIONS ADDED TO HIGHSEC SO HE DOESNT HAVE TO DEAL WITH PVP'ERS IN LOWSEC, THAT IS A CHANGE TO LOWSEC BECAUSE LVL 5'S ARE UNIQUE TO LOWSEC


Vs

MoonDragn wrote:
Salvos Rhoska wrote:
So what exactly do you want changed in LS?
I don't want LS to change.


Btfo, bro.

Plus the ridiculous attempt by you to claim he had answered my question, 2mins 21secs before he answered it.

I specifically advised you to stop your desperate interception play for a bit. (Read back)
I saw this coming a mile away, and tried to warn you, cos I'm a nice guy.
Did you listen? No.
GJ.
This is the result.

Protip: Dont presume to answer on behalf of others.


Are you drunk?

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*

Buoytender Bob
Ronin Exploration Mission and Mining
#283 - 2017-03-17 20:49:44 UTC
How about my idea of a new metric called Lo-Sec Reputation that one changes by PvP in LS combined with HS gate changes suggested earlier. People who earn LSR LP can spend them like a company store (LP plus ISK) to purchase PILOT SPECIFIC items such as:

1) Individual ship skins only available in LS, but can be flown anywhere. Some various sorts of "LowSec Killah" skins that are over the top in design, but must be earned in only one way (LS PvP) , might entice a certain section of EVE pilots to venture out or engage more frequently.

2) A similar enticement based on PvE that includes LS missions and/or sites. These people wouldn't earn LSR LP, but rather LS Exploration points that could be like the PvP rewards, but completely different skins ; ie, "Fearless Explorer" . If engaged while running missions/sites in LS, a PvE player could also earn LSR LP and have the bonus of not reducing ( increase) their Reputation score/penalty.

3) Both PvP and PvE also would have access to their LS LP store exclusives like Prison Tattoos or an Indiana Jones Fedora.

All items mentioned above would have to be earned by the individual pilot, not tradable , and would have to be combined with lots of ISK (new isk sink, CCP) to purchase.

To buck the popular trend, I began to Rage Start instead of Rage Quit.

...and every time I get another piece of Carbon, I know exactly what CCP is getting this Christmas.

Orakkus
ImperiaI Federation
Goonswarm Federation
#284 - 2017-03-17 21:07:40 UTC  |  Edited by: Orakkus
Alright, things are getting a bit wild on this thread, so let's bring it back to basics again.

What does Low-sec, in general, want? More content
What is more content? More PVP
What is required for more PVP? More People
What is required for more People? Less Risk
How do you remove risk? Make it harder to kill people

After playing this game 10+ years in High-sec, Low-sec, NPC Null, and Sov Null.. those above statements are pretty spot on. Many of you have put that if we put more rewards into low-sec, more people will go. Yeah, some will.. but certainly not in the amounts that really could make low-sec come alive.

Really, it seems to me that for many low-sec PVP'ers, a low-sec paradise looks awfully similar to NPC Null.

The problem with that is the reason NPC Null works is that it is difficult to get to because places like low-sec are in the way and both the distance and the expected hostility act as a barrier.. which adds to the protection one can get in NPC null (and in Sov Null too).

Whatever a solution is.. in order to have more content, you have to have more people, and in order to have more people, those people need to feel comfortable (i.e. relatively safe) in that space. That fact isn't going to be solved by removing the ability to cyno into and out of low-sec. That fact isn't going to be solved by moving incursions into low-sec. The more you try to force people into an area, the more likely they will either change occupations or quit the game. That has been my experience over the years.

So you are left with only one option: Make low-sec safer. Period. This can be accounted as fact because, in reality, Sov null-sec is effectively the safest space in the game if you keep your head about you. Now, what we should all be concerned about is HOW that is done without killing non-consensual PVP outright. Only after that is figured out can you really work on whether or not an isk faucet needs to be adjusted or moved, or if new ones need to be developed.

He's not just famous, he's "IN" famous. - Ned Nederlander

Orakkus
ImperiaI Federation
Goonswarm Federation
#285 - 2017-03-17 22:01:10 UTC
I also think that it would be helpful if we got away from the idea that Sec space is linear i.e.

High-sec -> Low-sec -> Null-sec

I think it would really benefit the conversation to make low-sec an aspect all its own, not necessarily a progression of high-sec or null-sec.

He's not just famous, he's "IN" famous. - Ned Nederlander

Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#286 - 2017-03-18 01:01:24 UTC
Orakkus wrote:
Alright, things are getting a bit wild on this thread, so let's bring it back to basics again.

What does Low-sec, in general, want? More content
What is more content? More PVP
What is required for more PVP? More People
What is required for more People? Less Risk
How do you remove risk? Make it harder to kill people

After playing this game 10+ years in High-sec, Low-sec, NPC Null, and Sov Null.. those above statements are pretty spot on. Many of you have put that if we put more rewards into low-sec, more people will go. Yeah, some will.. but certainly not in the amounts that really could make low-sec come alive.

Really, it seems to me that for many low-sec PVP'ers, a low-sec paradise looks awfully similar to NPC Null.

The problem with that is the reason NPC Null works is that it is difficult to get to because places like low-sec are in the way and both the distance and the expected hostility act as a barrier.. which adds to the protection one can get in NPC null (and in Sov Null too).

Whatever a solution is.. in order to have more content, you have to have more people, and in order to have more people, those people need to feel comfortable (i.e. relatively safe) in that space. That fact isn't going to be solved by removing the ability to cyno into and out of low-sec. That fact isn't going to be solved by moving incursions into low-sec. The more you try to force people into an area, the more likely they will either change occupations or quit the game. That has been my experience over the years.

So you are left with only one option: Make low-sec safer. Period. This can be accounted as fact because, in reality, Sov null-sec is effectively the safest space in the game if you keep your head about you. Now, what we should all be concerned about is HOW that is done without killing non-consensual PVP outright. Only after that is figured out can you really work on whether or not an isk faucet needs to be adjusted or moved, or if new ones need to be developed.


No offense but you are with darkness which is a nullsec alliance, darkness is never in lowsec, what gives you the idea that Lowsec isn't alive?

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*

Rotho Ataru
Imperial Shipment
Amarr Empire
#287 - 2017-03-18 01:19:12 UTC
Orakkus wrote:
Alright, things are getting a bit wild on this thread, so let's bring it back to basics again.

What does Low-sec, in general, want? More content
What is more content? More PVP
What is required for more PVP? More People
What is required for more People? Less Risk
How do you remove risk? Make it harder to kill people

After playing this game 10+ years in High-sec, Low-sec, NPC Null, and Sov Null.. those above statements are pretty spot on. Many of you have put that if we put more rewards into low-sec, more people will go. Yeah, some will.. but certainly not in the amounts that really could make low-sec come alive.

Really, it seems to me that for many low-sec PVP'ers, a low-sec paradise looks awfully similar to NPC Null.

The problem with that is the reason NPC Null works is that it is difficult to get to because places like low-sec are in the way and both the distance and the expected hostility act as a barrier.. which adds to the protection one can get in NPC null (and in Sov Null too).

Whatever a solution is.. in order to have more content, you have to have more people, and in order to have more people, those people need to feel comfortable (i.e. relatively safe) in that space. That fact isn't going to be solved by removing the ability to cyno into and out of low-sec. That fact isn't going to be solved by moving incursions into low-sec. The more you try to force people into an area, the more likely they will either change occupations or quit the game. That has been my experience over the years.

So you are left with only one option: Make low-sec safer. Period. This can be accounted as fact because, in reality, Sov null-sec is effectively the safest space in the game if you keep your head about you. Now, what we should all be concerned about is HOW that is done without killing non-consensual PVP outright. Only after that is figured out can you really work on whether or not an isk faucet needs to be adjusted or moved, or if new ones need to be developed.


Yep. Make gate camping harder to do and I'm sure you'll see a lot more traffic.
Rotho Ataru
Imperial Shipment
Amarr Empire
#288 - 2017-03-18 01:21:52 UTC
Lan Wang wrote:
No offense but you are with darkness which is a nullsec alliance, darkness is never in lowsec, what gives you the idea that Lowsec isn't alive?

In game map or DotLan. FW space is active. Everywhere else in low sec... not really.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#289 - 2017-03-18 02:26:47 UTC  |  Edited by: Scipio Artelius
Rotho Ataru wrote:
Yep. Make gate camping harder to do and I'm sure you'll see a lot more traffic.

Why does it so often come down to "change the game mechanics to make it easier for one group/activity and harder for xyz group/activity we don't like"?

There are far more entrances to lowsec that are never camped, than there are entrances that are camped. It's as simple as applying a little bit of thought and choosing a system that is never camped.

Gate camps from highsec -> lowsec work so well in certain systems because people are lazy, not because there's anything wrong with choosing to gate camp.

I also think there are several cases where people complain about a gate camp, that is really just a roaming fleet that happens to be on the gate when the 'victim' jumps in. For good or bad, gates are the means of transport between systems, so there's going to be a lot of pvp on gates, even when it isn't really a gate camp.
Salvos Rhoska
#290 - 2017-03-18 07:40:58 UTC  |  Edited by: Salvos Rhoska
Orakkus wrote:
I also think that it would be helpful if we got away from the idea that Sec space is linear i.e.

High-sec -> Low-sec -> Null-sec

I think it would really benefit the conversation to make low-sec an aspect all its own, not necessarily a progression of high-sec or null-sec.


I would like to agree, and try myself to think outside the box as much as possible inorder that non-linear solutions dont get overlooked.

But its difficult, cos so much of the sector mechanics are essentially linear by design.
There is a cascade of security mechanics, increasing towards 1.0, and decreasing towards 0.0.
There is also a content cascade in terms of rewards/difficulty in the same linear spectrum.
(With the notable exception of HS Incursions and perhaps Ice belts, which are far too profitable)
There is also a player autonomy cascade that follows the same general linear spectrum.

Furthermore, the geographic landscape in EVE of these sectors, is linear as well. except notably for HS islands.

One of my core concerns, is material transport ease/safety between HS and NS.
I dont think LS is currently enough of an impediment/buffer zone between the two markets.
Ive tried to address this non-linearly by suggesting a delivery cargo value tax in HS, of 1% per gate.
Rotho Ataru
Imperial Shipment
Amarr Empire
#291 - 2017-03-18 08:38:52 UTC
Scipio Artelius wrote:
Why does it so often come down to "change the game mechanics to make it easier for one group/activity and harder for xyz group/activity we don't like"?

There are far more entrances to lowsec that are never camped, than there are entrances that are camped. It's as simple as applying a little bit of thought and choosing a system that is never camped.

Gate camps from highsec -> lowsec work so well in certain systems because people are lazy, not because there's anything wrong with choosing to gate camp.

I also think there are several cases where people complain about a gate camp, that is really just a roaming fleet that happens to be on the gate when the 'victim' jumps in. For good or bad, gates are the means of transport between systems, so there's going to be a lot of pvp on gates, even when it isn't really a gate camp.

If you don't concede anything, nothing will change. You're asking for other players to change their behavior and you are offering nothing in return to encourage them to do so. Gate camps are the biggest deterrents to traveling in low sec. Make those less common, and you get more traffic and more people who can target in other areas of the system. Being ganked in the system is more tolerable than being ganked at the gate. At least you had a chance to see people were coming and a chance to escape or call your friends or prepare to fight back.

If the only change you're willing to make is nerfing high sec, then maybe you'll get more people in null, but not low sec.

Salvos Rhoska wrote:
One of my core concerns, is material transport ease/safety between HS and NS.
I dont think LS is currently enough of an impediment/buffer zone between the two markets.
Ive tried to address this non-linearly by suggesting a delivery cargo value tax in HS, of 1% per gate.
What does that solve?
Buoytender Bob
Ronin Exploration Mission and Mining
#292 - 2017-03-18 14:32:50 UTC
Rotho Ataru wrote:

If you don't concede anything, nothing will change. You're asking for other players to change their behavior and you are offering nothing in return to encourage them to do so. Gate camps are the biggest deterrents to traveling in low sec. Make those less common, and you get more traffic and more people who can target in other areas of the system. Being ganked in the system is more tolerable than being ganked at the gate. At least you had a chance to see people were coming and a chance to escape or call your friends or prepare to fight back.

If the only change you're willing to make is nerfing high sec, then maybe you'll get more people in null, but not low sec.



How about keeping the HS/LS specific gate changes suggested and add a mechanic to missions only where, due to lack of maintenance, all missions are gated and the gate only works again, after the initial use, after a RGN of minutes (3-7+). This allows the mission runner a few minutes to gate into a mission and start running it. He probably won't complete it fully by the time the gate is "recharged", but the mission runner will have to keep an eye on the scanner and decide if he thinks he can complete it before the gate allows company. This head start may encourage some pilots who fear an "instant drop" during the mission. The RNG number would be shown back at the gate for any other player who has probed down the mission runner (the gate broadcasts info only so far) and allows the second player to decide rather to follow and engage, etc. The mission runner is left with knowing he has some headstart into a mission, but how much exactly is unknown. If the original player warps out , he is forced to return later or suffer the normal penalties.

As stated before, LoSec population can probably only be increased by making SOME parts more safe. THe HS/LS gate changes could work well as it encourages at least a tentative step into LoSec. Changes into LS mission mechanics or, perhaps in other ways, exploration sites, could also increase the perceived safety and, therefore, increase the population. Throw in some LS exclusive perks like Pilot Locked skins/clothing or other rewards and you might see LS become much more occupied.

To buck the popular trend, I began to Rage Start instead of Rage Quit.

...and every time I get another piece of Carbon, I know exactly what CCP is getting this Christmas.

Orakkus
ImperiaI Federation
Goonswarm Federation
#293 - 2017-03-18 16:49:20 UTC
Lan Wang wrote:


No offense but you are with darkness which is a nullsec alliance, darkness is never in lowsec, what gives you the idea that Lowsec isn't alive?


15 pages of low-sec posts on a single thread that only asked IF there was an issue and if that issue had one idea everyone was behind or if it was still up in the air.. yeah, that is a pretty good indicator that lots of people think it could be more alive.

Second, the life that most of low-sec has is pretty one sided and not actually healthy game-wise. You WANT people to come to low-sec, and faction warfare does do that to an extent in those areas.. but really, overall it isn't very busy or active. Low-sec is just a barrier that benefits null-sec at this point, not a place to be.

Oh, and just because darkness is a null-sec alliance, doesn't mean I personally have only been in null-sec.

He's not just famous, he's "IN" famous. - Ned Nederlander

Hinrika
Collective-Company
#294 - 2017-03-18 17:05:46 UTC
lower profits from nullsec

or add delay to local in lowsec and remove local in nullsec.

most profitable systems should be the most dangerous
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#295 - 2017-03-18 17:56:40 UTC
Orakkus wrote:
Lan Wang wrote:


No offense but you are with darkness which is a nullsec alliance, darkness is never in lowsec, what gives you the idea that Lowsec isn't alive?


15 pages of low-sec posts on a single thread that only asked IF there was an issue and if that issue had one idea everyone was behind or if it was still up in the air.. yeah, that is a pretty good indicator that lots of people think it could be more alive.

Second, the life that most of low-sec has is pretty one sided and not actually healthy game-wise. You WANT people to come to low-sec, and faction warfare does do that to an extent in those areas.. but really, overall it isn't very busy or active. Low-sec is just a barrier that benefits null-sec at this point, not a place to be.

Oh, and just because darkness is a null-sec alliance, doesn't mean I personally have only been in null-sec.


as i said no offense intended, i live in black rise and tbh i see no issues with lack of people in lowsec, i moved to low from null because null content was few and far between, personally the only change to low i would like would be adding to fw by creating pirate faction warfare, serpentis, angel etc to the respective areas of lowsec, there is still a lot of traffic which comes to lowsec so i dont think lowsec isnt alive

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*

Salvos Rhoska
#296 - 2017-03-19 06:31:49 UTC  |  Edited by: Salvos Rhoska
Rotho Ataru wrote:

Salvos Rhoska wrote:
One of my core concerns, is material transport ease/safety between HS and NS.
I dont think LS is currently enough of an impediment/buffer zone between the two markets.
Ive tried to address this non-linearly by suggesting a delivery cargo value tax in HS, of 1% per gate.
What does that solve?

Ive addressed this earlier in the thread at length.
For best effect, it would be concurrent with preventing cynos from jumping into or out of LS, especially to hinder JFs.
(Which is the geographic buffer between HS and NS).
Cynos dont belong in LS. They belong in NS.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#297 - 2017-03-19 06:42:26 UTC  |  Edited by: Scipio Artelius
Rotho Ataru wrote:
If you don't concede anything, nothing will change. You're asking for other players to change their behavior and you are offering nothing in return to encourage them to do so. Gate camps are the biggest deterrents to traveling in low sec. Make those less common, and you get more traffic and more people who can target in other areas of the system. Being ganked in the system is more tolerable than being ganked at the gate. At least you had a chance to see people were coming and a chance to escape or call your friends or prepare to fight back.

There's a huge difference between someone choosing just to use a different gate because they take responsibility for their safety; and implementing mechanics changes that make a playstyle harder, just so others can have it easier.

I'm all for people being individually responsible for their safety, including gate campers. I'm not in favour of creating mechanics changes that benefit lazy players.

As for gate camps being the biggest deterrent to lowsec travel, lol. Lowsec is easy to travel in and very few gates are truly camped. Hitting a roaming fleet happens to everyone. It's a bit of bad luck, but it isn't a gate camp.
Salvos Rhoska
#298 - 2017-03-19 06:47:28 UTC  |  Edited by: Salvos Rhoska
Scipio Artelius wrote:
People change, not mechanical change.


How do you propose to implement "people change"?

(Heh, you edited it out)
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#299 - 2017-03-19 06:49:08 UTC  |  Edited by: Scipio Artelius
Salvos Rhoska wrote:
Scipio Artelius wrote:
People change, not mechanical change.


How do you propose to implement "people change"?

I don't. It's an individual responsibility.

Look after your safety, or don't. If you don't, then you certainly don't deserve any assistance with changes in mechanics to make it easier for you to be lazy.
Salvos Rhoska
#300 - 2017-03-19 06:53:10 UTC  |  Edited by: Salvos Rhoska
Scipio Artelius wrote:
don't deserve any assistance with changes in mechanics.

Mechanics changes arent made to "assist" anyone, much less on "deserving".
They are to equalize unbalanced mechanics and irrationality in the game system.

If you are judging proposed changes based on criteria of "assisting" someone, or on "deserving", you are doing it wrong.