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SOV more like FW, not FW more like SOV

Author
Kethry Avenger
Ministry of War
Amarr Empire
#1 - 2012-02-23 04:40:59 UTC
So while reading up on Hans Jagerblitzen's thread for his run for CSM 7, he talked about a bunch of changes to make FW have more consequences and be worth doing. In that thread, it gave me the idea that instead of all the talk about making FW the test bed for SOV, what if parts of FW plexing mechanics were ported to SOV conquering.

My post in the Hans thread.

What I like about FW plexes is that they force you to stay within a certain size of ship and this makes for more varied PvP engagements.

So my vary rough idea is that when a system gets put into a contested state in SOV in addition to whatever other mechanics are out there, DUST 514, the current system ( which I am not familiar with personally)/structure grind, there also be spawned plexes that players have to fight over with ship restrictions on them. And at the end of the day the side that capture the most plexes, and planets, and whatever else would be the one to have SOV the next day.

I am also in favor of getting or keeping SOV by some form of activity. Making it reflective of who is living there and making it take a sustained effort to take it away and make it an effort to maintain it. This should restrict how much space an Alliance could control. I also think PvP should weigh the heaviest as a factor in any activity based system by a least a factor of 10 over any PVE activity. So in the conflicts that happen it is really the winner of the battles in the system and the better or bigger PvPers that win control. Just like in real life wars. You kill more of your enemy and you hold the ground you keep the ground and the resources, but if you can't be arsed to keep the space then the carebears that live there can take over.

Other random things.

As a conflict driver have moon goo be dynamic and have the high end materials shift, not only moons but regions. It would have to be balanced to make conflict happen but not so fast as to be really annoying.

Trebor Daehdoow had an idea to make 0.0 true sec get worse the more you PVE there reflecting you clearing out the pirates and making space safer. I think that is a good idea as another way to drive conflict.

I also like the idea that is the exact opposite, true sec gets better the more pirates you kill as they throw more and more at you trying to kill you. If this value was not reset when a system was conquered then it could also act as a driver of conflict as Allainces try to take over space made good by their neighbors. What might then really be cool is if then at a certain point the local pirate faction then did an incursion on your system trying to take it back, and perhaps you could then use new IHUB upgrade to help protect your system from some of the negative effects of getting invaded by NPC's.

This could especially work with buffs to 0.0 ratting and anom values and having alliance level taxes.

TLDR: there is no tldr don't be lazy.

Discuss / Troll / Whine
Mfume Apocal
Brutor Tribe
Minmatar Republic
#2 - 2012-02-23 10:31:25 UTC  |  Edited by: Mfume Apocal
Kethry Avenger wrote:
What I like about FW plexes is that they force you to stay within a certain size of ship and this makes for more varied PvP engagements.


Hey, guess what I dislike about FW?

Anyway, getting to run roughshod over people who are too bad, poor or or risk-averse to counter whatever you might bring is the essence of 0.0 and makes nullsec interesting as opposed to scrub-tier fights over some wierd sov-lite bullshit that doesn't mean anything. If I wanted to engage in honerable 1v1 for the glory of empire I'd roll a Horde toon and head off to Shadowhelm, wearing my wizard hat and robe.
King Rothgar
Deadly Solutions
#3 - 2012-02-23 11:25:20 UTC
Null sec and low sec are very different areas with different types of players. Null has always been about empire building, politics and resource farming. It has never been about slaughtering your neighbors because you have nothing better to do, that's the low sec mentality.

That said, I believe all resources should be dynamic and afk resource farming is the bane of eve. Whether it's a mining bot sucking up veldspar in high sec or a PL tech moon, it's terrible for the game either way. I have said numerous times that moon goo needs to be moved to ladar sites but at a minimum, the resources need to change moons periodically in an unpredictable fashion.

As for FW style plexes, I agree sov should be determined by sustained presence rather than the silly "place flag here for sov" mechanics that we've had in the past and currently have. Anything that requires the destruction or placing of a structure is a flawed design when it comes to sov. That said, I do not believe the creation of FW style plexes for it is appropriate in of itself. It maybe useful as part of a complete redesign, but it has no place within the current framework.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Joyitii
Red.Line
#4 - 2012-02-23 13:51:45 UTC
King Rothgar wrote:
I have said numerous times that moon goo needs to be moved to ladar sites but at a minimum, the resources need to change moons periodically in an unpredictable fashion.

Neat.
Last Lefts
Royal Amarr Institute
Amarr Empire
#5 - 2012-02-23 14:46:27 UTC
Mfume Apocal wrote:
Kethry Avenger wrote:
What I like about FW plexes is that they force you to stay within a certain size of ship and this makes for more varied PvP engagements.


Hey, guess what I dislike about FW?

Anyway, getting to run roughshod over people who are too bad, poor or or risk-averse to counter whatever you might bring is the essence of 0.0 and makes nullsec interesting as opposed to scrub-tier fights over some wierd sov-lite bullshit that doesn't mean anything. If I wanted to engage in honerable 1v1 for the glory of empire I'd roll a Horde toon and head off to Shadowhelm, wearing my wizard hat and robe.

If that is your idea of "interesting play" it explains why nullsec is so boooring.
Veshta Yoshida
PIE Inc.
Khimi Harar
#6 - 2012-02-23 15:32:57 UTC
Problem you are going to run into is that removal of the EHP grind also means removal of 'timers' which the xenophobic null residents rely on to get anything done, be it offence or defence. Personally unwilling to subject null, however much disdain I have for them, to the idiocy of current FW plex mechanics .. it is one of the major broken parts that needs addressing.

One of my earlier concepts regarding a shared system twixt FW and Sov was to ****'n'pillage the Incursion system .. make an attack on any one system take place across a constellation.
- Give players the ability to spawn plexes at a rate of their choosing (think SBU becoming a spawn generator instead), it should take 2-3 (roughly same as current Sov system I believe) days to flip any given system so a limit on amount of plexes will naturally be needed.
- Plexes automatically start counting down as it were for the defender so doing a plex-spam without enough bodies to cover it will be counter productive .. defence thus becomes a matter of killing the spawn generator and/or the enemy rather than repping a bazillion EHP when enemy is sleeping .. offensive operations will become harder as one can't simply blob the crap out of an opponent twice in 3 days (encourages multi-tz entities without crapping on xenophobes too much).
- The various sov benefits are dependent on constellation integrity and the top-tier benefits are only available if entire constellation is officially claimed and uncontested (or rather not contested much) .. condenses empires and makes using/patrolling ones space mandatory rather than "Meh, use the batphone when it comes out of reinforced"

Trick (as I see it) is to limit the blob inducing timed EHP grinds while still allowing for the blob as a tool of space superiority all the while encouraging smaller scale engagements, ie. battle of the roams. Blob fights are cool an all, but the idea of lining ones assets up across a field and firing until one side bolts is kind of obsolete .. why do we fly spaceships in clones and fight wars like we had muskets? Smile

As for Goo .. randomized goo will come back and bite you .. hard. Too fast cycling and no one will bother -> price spikes, to slow/small and difference is negligible and thus why do it in the first place.
- Keep some of the moons as they are to act as fight motivators, add ability for enemies/roams to hurt production without having to blob a POS (hacking to steal portions for instance) and/or tie it into sov status .. being able to have a cashcow grazing in what is essentially someone else's backyard is rather silly Smile
- Revamp PI/Alchemy to be even more user friendly (saved setups, less clicky in general etc.) and have 1/3-1/2 of current goo come from alchemy with boost to certain areas (as for moons) as well as from sov upgrades.
Kethry Avenger
Ministry of War
Amarr Empire
#7 - 2012-02-23 16:29:12 UTC
Mfume Apocal wrote:
Kethry Avenger wrote:
What I like about FW plexes is that they force you to stay within a certain size of ship and this makes for more varied PvP engagements.


Hey, guess what I dislike about FW?

Anyway, getting to run roughshod over people who are too bad, poor or or risk-averse to counter whatever you might bring is the essence of 0.0 and makes nullsec interesting as opposed to scrub-tier fights over some wierd sov-lite bullshit that doesn't mean anything. If I wanted to engage in honerable 1v1 for the glory of empire I'd roll a Horde toon and head off to Shadowhelm, wearing my wizard hat and robe.


Uh being forced into certain sized ships?

I am unclear what in my admittedly rough ideas gives you the impression that bringing the blob of more or better ships won't work as a tactic in Sov warfare, if there were plexes injected into the mechanic?

What it would do is force a more varied fleet doctrine than SuperCap online. Though this all being in 0.0 warp bubbles will undoubtedly still be used on the acceleration gates, so unlike in FW it would be hard to sneak in a small ship and run the timer. And in a 0.0 player controlled PvP plex system there won't be any NPC's.

Though you could always make an IHUB upgrade that maybe auto generated some kind of defense for plexes for a price.

X Gallentius
Black Eagle1
#8 - 2012-02-23 16:58:43 UTC  |  Edited by: X Gallentius
Just as EHP grinding should not be forced on FW pilots, FW plexes should not be forced on 0.0.

To me it's clear that the place for small corporations and alliances to hold sov is in [empire, low, wormhole, and npc null sec] where they are protected from supercap blobs by [CONCORD, No Bubbles and restrictions on Titans, mass restrictions, NPC Stations].

Therefore sovereignty (occupancy in low/npc 0.0, jurisdiction if you are in empire) should be opened up everywhere in Eve, but the sovereignty mechanic should be different in the different areas of space.

Sovereignty should give a N % bonus to rat/mission/anomoly/POS production/Moon Mining Efficiency/etc.. to whichever corp/alliance holds sov.

A corp/alliance should be able to choose whether or not they want to participate by checking a box.

Activity based sovereignty makes most sense in areas outside 0.0. Activies should include things people who are there already do. FW plexes in FW areas, Anomolies, Missions, killing rats, mining, whatever people feel is appropriate.

In the end I think you'd find that if people really want to take over a system, they'll secure it first with pvp (kill all the farmers, kill all their protection) and then they'll send in the carebears to farm it (which they will do anyways to make isk). They probably kill all the hostile farmers in your area of operations anyways, so this sort of sov system would lead to a more realistic map.

Example 1: L5 mission systems in low sec are occupied by "pirate corps". They are already permacamped by groups of corporations who feed off them.

Example 2: Activity based occupancy is currently happening in FW. The figure of merit is FW plexes, and the (offensive) occupancy maps reflects reality very well. No occupied system is more than two jumps from a FW corp base of operations.

What would happen if this type of mechanic were applied to sov 0.0? IMO, guerilla warfare in empty systems away from the blob could occur. More realistic borders that reflect the reality of an alliance's influence would result. But that's an IMO. The 0.0 guys would need to work out whatever figure of merit they want to use.
Kethry Avenger
Ministry of War
Amarr Empire
#9 - 2012-02-23 17:28:47 UTC
Veshta Yoshida wrote:
Problem you are going to run into is that removal of the EHP grind also means removal of 'timers' which the xenophobic null residents rely on to get anything done, be it offence or defence. Personally unwilling to subject null, however much disdain I have for them, to the idiocy of current FW plex mechanics .. it is one of the major broken parts that needs addressing.

One of my earlier concepts regarding a shared system twixt FW and Sov was to ****'n'pillage the Incursion system .. make an attack on any one system take place across a constellation.
- Give players the ability to spawn plexes at a rate of their choosing (think SBU becoming a spawn generator instead), it should take 2-3 (roughly same as current Sov system I believe) days to flip any given system so a limit on amount of plexes will naturally be needed.
- Plexes automatically start counting down as it were for the defender so doing a plex-spam without enough bodies to cover it will be counter productive .. defence thus becomes a matter of killing the spawn generator and/or the enemy rather than repping a bazillion EHP when enemy is sleeping .. offensive operations will become harder as one can't simply blob the crap out of an opponent twice in 3 days (encourages multi-tz entities without crapping on xenophobes too much).
- The various sov benefits are dependent on constellation integrity and the top-tier benefits are only available if entire constellation is officially claimed and uncontested (or rather not contested much) .. condenses empires and makes using/patrolling ones space mandatory rather than "Meh, use the batphone when it comes out of reinforced"

Trick (as I see it) is to limit the blob inducing timed EHP grinds while still allowing for the blob as a tool of space superiority all the while encouraging smaller scale engagements, ie. battle of the roams. Blob fights are cool an all, but the idea of lining ones assets up across a field and firing until one side bolts is kind of obsolete .. why do we fly spaceships in clones and fight wars like we had muskets? Smile

As for Goo .. randomized goo will come back and bite you .. hard. Too fast cycling and no one will bother -> price spikes, to slow/small and difference is negligible and thus why do it in the first place.
- Keep some of the moons as they are to act as fight motivators, add ability for enemies/roams to hurt production without having to blob a POS (hacking to steal portions for instance) and/or tie it into sov status .. being able to have a cashcow grazing in what is essentially someone else's backyard is rather silly Smile
- Revamp PI/Alchemy to be even more user friendly (saved setups, less clicky in general etc.) and have 1/3-1/2 of current goo come from alchemy with boost to certain areas (as for moons) as well as from sov upgrades.


******* Forums ate my post!

This is still a rough idea and I should have reserved a post for a more polished idea.

So my more refined idea after taking some of your points into consideration.

A invading alliance onlines one SBU, once online it is invulnerable. Starting the next day after DT, plexes would spawn, numbers and size/class restrictions to be figured out later. They would continue to spawn within certain limits no more than 5? an hour or whatever, throughout the day. This would give alliances that operate in different timezones the ability to both have an impact on determining sov. However it would require a sustained effort to ensure taking or maintaining SOV you would need to win the majority of plexes for 13 of 24 hours the day the system is vulnerable. This could tie in with DUST in that both the number of plexes captured and number of ground battles won would determine SOV the next day. If the defenders manage to maintain control the SBU blows up over downtime due to feedback. (No structure grind for the defender) I would say after taking SOV the attacker should still have to blow up the IHUB to anchor their own.

I agree randomized goo would have those problems and balance considerations. What if goo was mined out in a predictable rate but was then respawned elsewhere randomly?

Also yes miners should be outside shields, and able to be offline or destroyed by smallish fleets gangs, and I like the idea of hacking to steal the goo. And yes there should be more alchemy to smooth out the bottlenecks while not removing them completely.

I also think it would be cool to have ships that could ninja mine goo from moons not on the same grid as a POS but effecting the amount the miner collects while it is being ninja mined at the same time.
Last Lefts
Royal Amarr Institute
Amarr Empire
#10 - 2012-02-23 17:45:48 UTC
Make sov more like highsec.

Let more than one station be planted per system.
Let station owners hire agents.
Make mission activity with your agents a determiner of how strongly sovereignty is held.
Kethry Avenger
Ministry of War
Amarr Empire
#11 - 2012-02-23 18:12:20 UTC
Last Lefts wrote:
Make sov more like highsec.

Let more than one station be planted per system.
Let station owners hire agents.
Make mission activity with your agents a determiner of how strongly sovereignty is held.


Make sov more like highsec. No, there should be big differences between, High, Low, Null, Wormholes.

Let more than one station be planted per system. Ok, especially if they can be blown up
Let station owners hire agents. Maybe.
Make mission activity with your agents a determiner of how strongly sovereignty is held. Only as a very small factor included with other factors if at all.
Kethry Avenger
Ministry of War
Amarr Empire
#12 - 2012-02-23 18:22:34 UTC
X Gallentius wrote:
Just as EHP grinding should not be forced on FW pilots, FW plexes should not be forced on 0.0.

To me it's clear that the place for small corporations and alliances to hold sov is in [empire, low, wormhole, and npc null sec] where they are protected from supercap blobs by [CONCORD, No Bubbles and restrictions on Titans, mass restrictions, NPC Stations].

Therefore sovereignty (occupancy in low/npc 0.0, jurisdiction if you are in empire) should be opened up everywhere in Eve, but the sovereignty mechanic should be different in the different areas of space.

Sovereignty should give a N % bonus to rat/mission/anomoly/POS production/Moon Mining Efficiency/etc.. to whichever corp/alliance holds sov.

A corp/alliance should be able to choose whether or not they want to participate by checking a box.

Activity based sovereignty makes most sense in areas outside 0.0. Activies should include things people who are there already do. FW plexes in FW areas, Anomolies, Missions, killing rats, mining, whatever people feel is appropriate.

In the end I think you'd find that if people really want to take over a system, they'll secure it first with pvp (kill all the farmers, kill all their protection) and then they'll send in the carebears to farm it (which they will do anyways to make isk). They probably kill all the hostile farmers in your area of operations anyways, so this sort of sov system would lead to a more realistic map.

Example 1: L5 mission systems in low sec are occupied by "pirate corps". They are already permacamped by groups of corporations who feed off them.

Example 2: Activity based occupancy is currently happening in FW. The figure of merit is FW plexes, and the (offensive) occupancy maps reflects reality very well. No occupied system is more than two jumps from a FW corp base of operations.

What would happen if this type of mechanic were applied to sov 0.0? IMO, guerilla warfare in empty systems away from the blob could occur. More realistic borders that reflect the reality of an alliance's influence would result. But that's an IMO. The 0.0 guys would need to work out whatever figure of merit they want to use.



Most of the middle of your post seems to make sense and be interesting, but it seems to me that your first sentence and last paragraph disagree with each other.

Could you lay out more specifically how you think SOV should be gained or awarded in 0.0?
Last Lefts
Royal Amarr Institute
Amarr Empire
#13 - 2012-02-23 18:27:00 UTC
Kethry Avenger wrote:
Last Lefts wrote:
Make sov more like highsec.

Let more than one station be planted per system.
Let station owners hire agents.
Make mission activity with your agents a determiner of how strongly sovereignty is held.


Make sov more like highsec. No, there should be big differences between, High, Low, Null, Wormholes.

Let more than one station be planted per system. Ok, especially if they can be blown up
Let station owners hire agents. Maybe.
Make mission activity with your agents a determiner of how strongly sovereignty is held. Only as a very small factor included with other factors if at all.

Do you want more activity in nullsec or not?

If you just want a happy, carefree, nullbear playground where people that are content doing things that a 2 line perl script could be handling for them can play and feel smugly superior to people who actually interact with each other and a more varied environment in highsec, change nothing.

But real shakeups that will cost people who are currently "winning" in nullsec are going to be needed if it's going to be a more active, vibrant part of the game instead of a cul-de-sac where bullies occasionally try to beat each other up to see who has the biggest e-peen.
Kethry Avenger
Ministry of War
Amarr Empire
#14 - 2012-02-23 18:35:16 UTC
King Rothgar wrote:
Null sec and low sec are very different areas with different types of players. Null has always been about empire building, politics and resource farming. It has never been about slaughtering your neighbors because you have nothing better to do, that's the low sec mentality.

That said, I believe all resources should be dynamic and afk resource farming is the bane of eve. Whether it's a mining bot sucking up veldspar in high sec or a PL tech moon, it's terrible for the game either way. I have said numerous times that moon goo needs to be moved to ladar sites but at a minimum, the resources need to change moons periodically in an unpredictable fashion.

As for FW style plexes, I agree sov should be determined by sustained presence rather than the silly "place flag here for sov" mechanics that we've had in the past and currently have. Anything that requires the destruction or placing of a structure is a flawed design when it comes to sov. That said, I do not believe the creation of FW style plexes for it is appropriate in of itself. It maybe useful as part of a complete redesign, but it has no place within the current framework.


I think BOB and now Goons would disagree with your first paragraph. Once they control the most high value space that is.

Interesting idea in second paragraph.

My ideas currently would only work in rewrite / redesign of SOV not as tweaks. This is all just theory crafting here.

Though if CCP wants to say high and put a blue bar on the post if these ideas come to anything that would be cool.
Kethry Avenger
Ministry of War
Amarr Empire
#15 - 2012-02-23 19:19:42 UTC
Last Lefts wrote:

Do you want more activity in nullsec or not?

If you just want a happy, carefree, nullbear playground where people that are content doing things that a 2 line perl script could be handling for them can play and feel smugly superior to people who actually interact with each other and a more varied environment in highsec, change nothing.

But real shakeups that will cost people who are currently "winning" in nullsec are going to be needed if it's going to be a more active, vibrant part of the game instead of a cul-de-sac where bullies occasionally try to beat each other up to see who has the biggest e-peen.


Sure more activity would probably be good. Roll

The general problem I have with your idea is that it seems to want to make PvE the driver of SOV changes where I think PvP should be the driver, just not structure grinds.

Though I do think that PvE activity could play a part in the role of maintaining sov. I would think the more active in the system you are the less you pay for upkeep in that system. There for if you are not active in a system your bills go up and then be more inclined to drop SOV and allow more groups to move in.
X Gallentius
Black Eagle1
#16 - 2012-02-23 20:10:32 UTC  |  Edited by: X Gallentius
Kethry Avenger wrote:
Most of the middle of your post seems to make sense and be interesting, but it seems to me that your first sentence and last paragraph disagree with each other.

Could you lay out more specifically how you think SOV should be gained or awarded in 0.0?


Bottom line is that I don't have enough experience in 0.0 to say what they would want out of SOV, so I deferred. I'd rather get sov mechanics initiated elsewhere in Eve. My best guess is that some sort of "activity based" sov would work very well in 0.0.

This is what I think would happen:
Home systems - where your side dominates, would easily stay in the hands of your side.
Far off systems that your alliance doesn't regularly patrol or use (afk sov) would fall.
Your alliance would have to make choices on how to defend its space.

It could be that the map stays exactly the same - your alliance may see somebody contesting a system and then rushes its forces out to meet them - squashing all potential competition.

My guess is that the 0.0 guys are worried about is that the "guerillas" would attack their systems when the alliance is mostly offline and not get a fight out of it. That would be the issue to solve (see below).

Again, I'm not in 0.0, but here is my proposal. Hopefully when all you 0.0 guys rip it apart as mostly unfeasible, you will take what you think may be feasible and run with it.

Step 1: Lay the groundwork. Defense of structures should be active, not passive. This has to be balanced with RL.

Make POSes and POCOs "vulnerable" for a certain period of time each day (maybe a few days a week? pick a number). The amount of stront in POS determines how long this vulnerability window lasts. Guys in 0.0 have complained about this proposal because certain entities could roflstomp them with their 1000 man titan fleets, but I think if they space out their timers a bit they could have a chance at mitigating destruction long enough to form a new fleet the next day. They could, for example, space out the timers over a 6 hour period.

A consequence of this is that the ability to run an afk moon goo POS empire would be curtailed a bit. The guys who own these moons will need to be able to react more quickly to an attack.

Step 2: Implement the point system. What kind of sovereignty indicators do 0.0 players want to have?
Stations would count as 10X (pick a multiplier) points (pick a number) / day towards sovereignty
POSes would count as X points / day
POCOs would count X/4 (pick a number) / day towards sovereignty.
Belt ratting counts as X/200 (pick a number) / kill towards sovereignty.
Anomolies count as X/25 (pick a number) / comletion towards sovereignty.

Step 3: Determination of Sovereignty. Any corporation or alliance that gains a total of 300 points (pick a number) wins Sovereignty.

Only one corporation/alliance can have a positive point total. Points by other corporations count against positive total first, and then are added to the corp/alliance total.

Current sov holder cannot have a positive point total.

Step 4: Rewards. % increase in rewards for PVE activities.
% increase in rat bounties
% increase in mining
% increase in moon goo.
% increase in whatever, you pick.
% decrease in station bills (if there are any)
% decrease in POS fuel
etc.... make it easier to live in this system.


Also, there is no reason anybody shouldn't be able to put up anything anywhere in 0.0. It should be up to players to police their region, not sovereignty levels. If an entity has the balls and wherewithall to put up a station somewhere, they should be able to do it. Balancing should be performed by "delay of action" such as when you put up a cynojammer, it takes a day (pick a time) to activate. Your side either performs active patrols (once per day, pick a length of time), or suffer the consequences.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#17 - 2012-02-24 05:08:04 UTC
Last Lefts wrote:
If that is your idea of "interesting play" it explains why nullsec is so boooring.


Why yes, it is interesting to me to take 30ish dudes in paper-thin HACs and welp dumb people who outnumber me, while their supercap fleet sheds tears of impotent rage as they can't stop me from harvesting 1 kill every 9 seconds. Perhaps if you were actually forced to play real EVE, PL wouldn't have be able to sit in Amamakake camping gates with titans while everyone in low-sec mad-posted about how overpowered supercarriers/titans were.

OTOH, you're bad, so they'd probably just wipe you out over and over and over and over again.

PS: Most of your ideas about what drives conflict in null are wrong.

PPS: Especially if you're in PIE.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#18 - 2012-02-24 05:11:30 UTC
I mean, basically most of these ideas come down to "HURR **** THOSE RUSSIANS IN 0.0! 23/7 OR GTFO!"
Veshta Yoshida
PIE Inc.
Khimi Harar
#19 - 2012-02-24 05:31:43 UTC
Yeah, what the hell! How dare people who for the most part voluntarily left null due to its increasing numbness talk about how/why it should be changed .. the nerve! Smile

The number of null residents who are happy with current Supers, EHP grind based sov, Goo system and null life in general is minuscule .. you'd be hard pressed to find more than a dozen I'd wager. Change is needed and it will come, does it matter where an idea for/discussion of that change originates .. status quo uber alles hasn't exactly done Eve any favours.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#20 - 2012-02-24 06:07:21 UTC
Veshta Yoshida wrote:
Yeah, what the hell! How dare people who for the most part voluntarily left null due to its increasing numbness talk about how/why it should be changed .. the nerve! Smile


As opposed to people who currently reside there and outnumber (by a factor of 3 or more) those who left? Yes, there is something wrong with that.

Quote:
The number of null residents who are happy with current Supers, EHP grind based sov, Goo system and null life in general is minuscule .. you'd be hard pressed to find more than a dozen I'd wager.


People said they hated POS warfare, then they went to Dominion sov. Going from Dominion sov to activity based sov will **** over single TZ entities (i.e. rus, independent aus, us, etc. ). Null life in general is largely the same as living in lowsec, except you can really make people's life unpleasant (which is OK, this is EVE) and, in sov portions, boot people's ass to back to Empire for not fighting.

Quote:
Change is needed and it will come, does it matter where an idea for/discussion of that change originates .. status quo uber alles hasn't exactly done Eve any favours.


War is happening, ships are exploding (including supers!), people are unironically mad at each other in null. This is working as intended.
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