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A High Sec Manifesto

Author
Hiply Rustic
Aliastra
Gallente Federation
#241 - 2012-01-23 00:09:45 UTC  |  Edited by: Hiply Rustic
Xorv wrote:


(SNIP)

There's nothing in this for the "carebears" (consensual PvP only and high reward PvE types), but I think you agree they have no rightful place in a Sandbox MMORPG in the first place.




Why?

Why is it that players of one playstyle feel they can dictate the playstyle of a different group of people, especially in a sandbox? No rightful place? Unless your name's on the door of the corner office at CCP I don't think you get to decide that a large number of paying customers don't belong here. Of course, it might just be that you don't really know what the term 'sandbox' means...in which case carry on.

The game is not a themeparked sandbox that takes a new player by the hand initially through risk-free PvE then forces progression into higher risk activities. It's simply not designed that way. It could have been, but it wasn't. In a sandbox the players make the game...or games...from within a framework implemented by the devs. That one of the developments within this sandbox has been the rise of a carebear culture is not a bad thing in and of itself...that's what happens in sandboxes; a framework is developed and players make of it what they choose to.

The OP is on the right track by incentivizing higher risk activities as a way to draw people into them without penalizing those who choose not to. I would disagree with the piece that penalizes industrialists in hisec by lowering their margins unless they move to lower sec systems, but overall it's a good starting point for discussion.

Ralph King-Griffin wrote: "Eve deliberately excludes the stupid and the weak willied." EvE: Only the strong-willied need apply.

Malcanis
Vanishing Point.
The Initiative.
#242 - 2012-01-24 07:27:50 UTC  |  Edited by: Malcanis
Hiply Rustic wrote:


I would disagree with the piece that penalizes industrialists in hisec by lowering their margins unless they move to lower sec systems, but overall it's a good starting point for discussion.


How about If I modify that idea as follows:

(1) Change it to a 1% refining, PE and ME bonus for every decrease in sec from 1.0 to 0.0, to reward the move to higher risk space

(2) Add 10% to the raw component costs of every BPO, in order to boost mineral demand

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Xorv
Questionable Acquisitions
#243 - 2012-01-24 09:33:21 UTC
Hiply Rustic wrote:
Xorv wrote:


(SNIP)

There's nothing in this for the "carebears" (consensual PvP only and high reward PvE types), but I think you agree they have no rightful place in a Sandbox MMORPG in the first place.



Why?


Note that I said those that want Consensual PvP only along with high reward PvE, This does not include Industrialists, players that like work the market, or for that matter players that principally enjoy PvE but nonetheless accept risk of PvP interaction as cost of access to good paying PvE.

Why? Because their style of gaming isn't Sandbox, it's Themepark. You can't have a competitive Sandbox MMO then place remotely good resources in safe PvP free areas without throwing the whole game out of balance, even the worst Sandbox MMOs out there get that part right, but it's something EVE seems to struggle with. No one in EVE is completely disconnected with everyone else and the game world at large, everyone's actions impact the game world, that is Sand Box. What these players I object to are in essence demanding is to be connected to the game world and to impact it like everyone else, but to opt out of having that same game world or anyone in it impact them. That I say again has no place in a Sandbox MMORPG!
Killer Gandry
The Concilium Enterprises
#244 - 2012-01-24 12:20:27 UTC
Xorv wrote:
You can't have a competitive Sandbox MMO then place remotely good resources in safe PvP free areas without throwing the whole game out of balance


You are a quit dillusional player.

Show us the locations that are PvP free and have remotely good resources. And I will show you they aren't PvP free.

Stop yappering the same ridiculous blatant crap that a lot of you try to push forward and come with something really constructive.

There is NO, and I emphasize it once more, THERE IS NO safe space anywhere in EVE. You can get shot even in 1.0 sec systems.
As soon as you undock, anywhere at any time you agree to the risk of losing your ship.

Malcanis
Vanishing Point.
The Initiative.
#245 - 2012-01-24 12:25:27 UTC
Might I trouble you two gentlemen to continue the "bears vs gankers" discussion in one of the ~30,000 or so threads already dedicated to the subject?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Killer Gandry
The Concilium Enterprises
#246 - 2012-01-24 12:40:34 UTC  |  Edited by: Killer Gandry
I am sorry for the derailling there. But when I see statements that are blatant lies and propaganda I just want to point that out.

Again my appologies.

+ to the manifesto and could you answer my suggestions in regards to mining and stationside PvP a few back.


Edit: I see my mining suggestion wasn't in this thread so posting it here too.

Make miningbelts none static. When a belt depletes it depletes. A new belt will appear at a random location after DT. They have to be scanned down.
Next to that you see the asteroids show up as asteroid, not with prewritten on them what they yield. They need to be scanned to see what each roid yields.
People with normal mininglasers don't suffer any penalties as what they mine and overal they make ISK for mining.

Those using miningcrystals better scan the asteroids becayse yiield and crystal surviverability are dependant on them knowing what they are mining.
Malcanis
Vanishing Point.
The Initiative.
#247 - 2012-01-24 12:45:01 UTC
Docking games are lame on both sides. Docking aggression timers haven't been changed in a long time, yet we have a more skilled playerbase, EHP rigs with no stacking penalty etc. On the other hand we have better fitted, more co-ordinated gangs in larger numbers.

At the end of the day the solution to lame docking games is not to play them. If someone calls you a "coward" or a "noob bear" or whatever for not engaging his triple-plated & trimarked Navy Mega 15Km inside docking radius, then set your personal standings to him to -10, make a note on Notes sheet of his bio that he's a worthless timewaster, and carry on about your business.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Killer Gandry
The Concilium Enterprises
#248 - 2012-01-24 12:50:56 UTC
We both know that the docking game is a tactc mainly used by people who either use an alt when they are bored on their main in null sec or professional griefers in high sec who look for the easy noobie targets to pad their killboards.

I say however if you commit to combat then you should commit to it and not dock up every 30 seconds because the noobies brought enough people to bring you down in about 2 minutes.

By just setting to -10 you just avoid the issue at hand, and that is a flawed game mechanic which hasn't been overhauled with ship improvements and durability of ships outside in a somewhat hostile situation.

By just carrying on with business you still remain stuck with a system which needs revision. Specially if you have a small newbee corp and keep getting followed by a socalled "pro" who then wants to continue his station game at the next system you are at.

Once again I say, if you commit to PvP ou should commit for it longer than 30 seconds.

They adjusted the game so logofski isn't a very viabe tactic anymore to avoid being popped, so why can't something as simple as this also be adjusted.
Malcanis
Vanishing Point.
The Initiative.
#249 - 2012-01-24 13:20:18 UTC
Killer Gandry wrote:
We both know that the docking game is a tactc mainly used by people who either use an alt when they are bored on their main in null sec or professional griefers in high sec who look for the easy noobie targets to pad their killboards.

I say however if you commit to combat then you should commit to it and not dock up every 30 seconds because the noobies brought enough people to bring you down in about 2 minutes.

By just setting to -10 you just avoid the issue at hand, and that is a flawed game mechanic which hasn't been overhauled with ship improvements and durability of ships outside in a somewhat hostile situation.

By just carrying on with business you still remain stuck with a system which needs revision. Specially if you have a small newbee corp and keep getting followed by a socalled "pro" who then wants to continue his station game at the next system you are at.

Once again I say, if you commit to PvP ou should commit for it longer than 30 seconds.

They adjusted the game so logofski isn't a very viabe tactic anymore to avoid being popped, so why can't something as simple as this also be adjusted.



As I said, docking games are lame, but then so is station camping people who can't see what's waiting for them outside. Neither are really hi-sec specific issues. At the end of the day if someone doesn't really want to fight, then they won't. Trying to force them to will only bring you dissatisfaction. That said my experience with people playing station games is that sooner or later they screw up.

What was you question on mining?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Killer Gandry
The Concilium Enterprises
#250 - 2012-01-24 15:48:35 UTC
Make miningbelts none static. When a belt depletes it depletes. A new belt will appear at a random location after DT. They have to be scanned down.
Next to that you see the asteroids show up as asteroid, not with prewritten on them what they yield. They need to be scanned to see what each roid yields.
People with normal mininglasers don't suffer any penalties as what they mine and overal they make ISK for mining.

Those using miningcrystals better scan the asteroids becayse yiield and crystal surviverability are dependant on them knowing what they are mining.
Malcanis
Vanishing Point.
The Initiative.
#251 - 2012-01-24 15:51:15 UTC  |  Edited by: Malcanis
Killer Gandry wrote:
Make miningbelts none static. When a belt depletes it depletes. A new belt will appear at a random location after DT. They have to be scanned down.
Next to that you see the asteroids show up as asteroid, not with prewritten on them what they yield. They need to be scanned to see what each roid yields.
People with normal mininglasers don't suffer any penalties as what they mine and overal they make ISK for mining.

Those using miningcrystals better scan the asteroids becayse yiield and crystal surviverability are dependant on them knowing what they are mining.


My response would be: http://www.eve-search.com/thread/7358-1/page/1#26

Malcanis wrote:

Planetary rings should be real physical, navigatable places, rings that are hundreds of thousands of kilometers in length, dotted with asteroids, icesteroids, anchorable microPOS for individual players, NPC rat hideouts, exploration sites, etc. Fully exploring a single one should be the work of days, even weeks for an individual player. The asteroids and icesteroids and sites in a ring should disappear when exhausted, and respawn in a new location to stop things becoming predictable.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Hiply Rustic
Aliastra
Gallente Federation
#252 - 2012-01-24 16:04:50 UTC
Malcanis wrote:
Hiply Rustic wrote:


I would disagree with the piece that penalizes industrialists in hisec by lowering their margins unless they move to lower sec systems, but overall it's a good starting point for discussion.


How about If I modify that idea as follows:

(1) Change it to a 1% refining, PE and ME bonus for every decrease in sec from 1.0 to 0.0, to reward the move to higher risk space

(2) Add 10% to the raw component costs of every BPO, in order to boost mineral demand



Now I think it's the right direction. Incentives to move vs penalties for not moving make much more sense to me, Malcanis. The process has to be one of giving people a positive reason to move, not a policy of penalties relative to the current state of affairs for staying put in order to be successful, imo.

Ralph King-Griffin wrote: "Eve deliberately excludes the stupid and the weak willied." EvE: Only the strong-willied need apply.

Malcanis
Vanishing Point.
The Initiative.
#253 - 2012-01-24 17:03:33 UTC
Hiply Rustic wrote:
Malcanis wrote:
Hiply Rustic wrote:


I would disagree with the piece that penalizes industrialists in hisec by lowering their margins unless they move to lower sec systems, but overall it's a good starting point for discussion.


How about If I modify that idea as follows:

(1) Change it to a 1% refining, PE and ME bonus for every decrease in sec from 1.0 to 0.0, to reward the move to higher risk space

(2) Add 10% to the raw component costs of every BPO, in order to boost mineral demand



Now I think it's the right direction...


Heh. It's exactly the same proposal, except that it's worded differently.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Hans Jagerblitzen
Ice Fire Warriors
#254 - 2012-01-24 17:19:05 UTC
Killer Gandry wrote:
We both know that the docking game is a tactc mainly used by people who either use an alt when they are bored on their main in null sec or professional griefers in high sec who look for the easy noobie targets to pad their killboards.

I say however if you commit to combat then you should commit to it and not dock up every 30 seconds because the noobies brought enough people to bring you down in about 2 minutes.

By just setting to -10 you just avoid the issue at hand, and that is a flawed game mechanic which hasn't been overhauled with ship improvements and durability of ships outside in a somewhat hostile situation.

By just carrying on with business you still remain stuck with a system which needs revision. Specially if you have a small newbee corp and keep getting followed by a socalled "pro" who then wants to continue his station game at the next system you are at.

Once again I say, if you commit to PvP ou should commit for it longer than 30 seconds.

They adjusted the game so logofski isn't a very viabe tactic anymore to avoid being popped, so why can't something as simple as this also be adjusted.


I wholeheartedly agree.

CPM0 Chairman / CSM7 Vice Secretary

Temba Ronin
#255 - 2012-01-24 17:55:42 UTC
Malcanis posted "My response would be: http://www.eve-search.com/thread/7358-1/page/1#26

+1 Malcanis ....... Why can't we get this type of good solid proposal before the CSM & CCP? I think this approach of making the size of systems feel as big as they are virtually supposed to be would greatly enhance gameplay. It would make ganking miners more skill based because you'd have to first find the belts then find the miners. In null where the number of miners seems to not be as large as it could be this could be a real invitation to migration, bigger systems with less competition for more valuable ores and a greater difficulty for being hunted down swiftly. I would think things like being behind a planet should and could help hide ships from scans, which gives advantages to both hunters and hunted.

I wholeheartedly agree that moons and planets should be able to sustain more then one pos and a system should be able to support more then one outpost. That would make for some great combat opportunities i think. Power to the Players!

The Best Ship In EVE Online Is "Friendship", Power To The Players!

Xorv
Questionable Acquisitions
#256 - 2012-01-24 21:13:30 UTC
I don't think there needs to be bonuses for production in lower security space, rather that most of the resources used in production come from lower or no security space.



Malcanis wrote:
Might I trouble you two gentlemen to continue the "bears vs gankers" discussion in one of the ~30,000 or so threads already dedicated to the subject?


Well given the topic of this thread it's going to come up, although for me it's not about "Bears vs Gankers", it's about pushing EVE into a more Sandbox and immersive game built around conflict.

But I think the last poster to attempt to flame me may just have real reading difficulties which were then combined with a temper tantrum. When he's talking about something relatively simple like station camping and depleting asteroids he actually makes sense.
Hiply Rustic
Aliastra
Gallente Federation
#257 - 2012-01-24 22:55:18 UTC  |  Edited by: Hiply Rustic
Malcanis wrote:
Hiply Rustic wrote:
Malcanis wrote:
Hiply Rustic wrote:


I would disagree with the piece that penalizes industrialists in hisec by lowering their margins unless they move to lower sec systems, but overall it's a good starting point for discussion.


How about If I modify that idea as follows:

(1) Change it to a 1% refining, PE and ME bonus for every decrease in sec from 1.0 to 0.0, to reward the move to higher risk space

(2) Add 10% to the raw component costs of every BPO, in order to boost mineral demand



Now I think it's the right direction...


Heh. It's exactly the same proposal, except that it's worded differently.


No, not unless you think "giving more to people who do X" and "taking away from people who don't do X" are the same thing. I am just going to operate under the assumption that you're smarter than that. Reward for desired action =/= penalty for not performing desired action.

In the former case, people who don't change are in the same boat tomorrow that they are in today while people who do change are in a shinier boat. One approach is guaranteed to **** off people who choose the status quo while the other will only **** off some of them.

Ralph King-Griffin wrote: "Eve deliberately excludes the stupid and the weak willied." EvE: Only the strong-willied need apply.

Malcanis
Vanishing Point.
The Initiative.
#258 - 2012-01-25 09:10:59 UTC
Hiply Rustic wrote:
Malcanis wrote:
Hiply Rustic wrote:
Malcanis wrote:
Hiply Rustic wrote:


I would disagree with the piece that penalizes industrialists in hisec by lowering their margins unless they move to lower sec systems, but overall it's a good starting point for discussion.


How about If I modify that idea as follows:

(1) Change it to a 1% refining, PE and ME bonus for every decrease in sec from 1.0 to 0.0, to reward the move to higher risk space

(2) Add 10% to the raw component costs of every BPO, in order to boost mineral demand



Now I think it's the right direction...


Heh. It's exactly the same proposal, except that it's worded differently.


No, not unless you think "giving more to people who do X" and "taking away from people who don't do X" are the same thing. I am just going to operate under the assumption that you're smarter than that. Reward for desired action =/= penalty for not performing desired action.

In the former case, people who don't change are in the same boat tomorrow that they are in today while people who do change are in a shinier boat. One approach is guaranteed to **** off people who choose the status quo while the other will only **** off some of them.



Mathematically, the two proposals lead to virtually the same results. Literally the only difference is that my original suggestion compresed both parts of the second into a single equation.

Suggestion (1): Building $_Module in 1.0 used to take 1000 trit, now it takes 1100 because there is a 10% ME penalty for industrial activity in 1.0 sec systems. Building the same module in a 0.0 system still takes 1000 trit because there is no penalty there.

Suggestion (2): Building $_Module in 1.0 used to take 1000 trit, but the BPC cost has been raised and now it takes 1100. Building the same module in a 0.0 system now takes 990 trit ( new BPC cost = 1100 - 10% bonus for operating in 0.0)

Actually with suggestion (2) the relative disadvantage of operating in a 1.0 is more than my original suggestion, but merely because I have called it an advantage for operating in 0.0, you're much happier with it.

Suggestion (1) leaves 1.0 industrialists at less of a disadvantage than (2), and it would be considerably simpler for CCP to implement. Explain to me again why you prefer (2).

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Malcanis
Vanishing Point.
The Initiative.
#259 - 2012-01-25 10:11:48 UTC
On a side note, I suggest you get used to doing this kind of analysis, because people who make the mistake you made are the exact reason that our RL politics are dominated by corrupt lying weasels. A politician who offers a 10% rise in wage levels at the cost of a 10 percentile rise in the level of taxation isn't as much your friend as the first part of the proposal makes it seem.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Another Obvious Alt
Extropic Industries
The Initiative.
#260 - 2012-01-25 11:36:05 UTC
Bounty hunting should be contract based, giving bounty hunters killrights on a bounty target until the target has no bounty (Ie. has been podded)... ?

/me is grabbing coffeeâ„¢