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How come null is so empty

First post
Author
Ginger Barbarella
#201 - 2012-12-11 16:43:32 UTC
Mortimer Civeri wrote:
Ginger Barbarella wrote:
Null can't possibly be empty. There's all the valuable anoms,
Which support only about 3-5 ratters per upgraded system, or were you referencing the X/10 plexes where you have competition from the fifty other people in your corp also scanning them down.
Ginger Barbarella wrote:
all the valuable rox,
And make about the same money as just AFK mining in Empire.
Ginger Barbarella wrote:
all the valuable NPCs,
Faction spawns and officer spawns are rare, you'd die of boredom hunting them.
Ginger Barbarella wrote:
all the serious elite pew... What the hell are you talking about?!?!?!

HAHAHAHA l337 pew pew.


Ah, so it's not empty?!?!?! You and the OP should talk, so this thread can just go away. Thanks for solving the riddle for everyone.

"Blow it all on Quafe and strippers." --- Sorlac

Marlona Sky
State War Academy
Caldari State
#202 - 2012-12-11 17:34:27 UTC
Buzzy Warstl wrote:
Akirei Scytale wrote:
It basically boils down to this.

A lot of space in nullsec is essentially worthless. Key systems are extremely desireable. Because of this, there is a lot of "dead space" between hubs of activity.

Hub systems can be extremely busy. When TEST isn't deployed, K-6 can have more people in it than Dodixie. Each nullsec alliance will have 1-2 major hubs, no more, as centralization is convenient.

Outside this, particularly good ratting systems will have constant activity. These are usually -1.0 truesec or close to it.

People rarely, if ever, camp gates in null. It is boring and not very productive. People instead tend to hunt for targets. There are a few exceptions, like severe choke points, hostile pipes during major PvP activity or enemy deployment, and highsec-to-nullsec gates.

If you want to find people, visit hubs or areas where fleets are being active. Any war front is sure to have camped gates, fleets, small roams, scouts, etc flying absolutely everywhere. If you want to see people, identify an alliance hub and pay a visit, just don't expect to be welcomed with open arms.

It just isn't very representative of nullsec to fly through a few dozen backwoods systems and think "man nullsec is so empty", because lemme tell you, when a nullsec system gets hot, it gets really f'ing hot.

The funny part is, *any* system in nullsec can be upgraded to awesome.

Just look at what you get with a single station and all system upgrades in place.
http://wiki.eveonline.com/en/wiki/Survey_Networks_5
http://wiki.eveonline.com/en/wiki/Ore_Prospecting_Array_5
http://wiki.eveonline.com/en/wiki/Entrapment_Array_5
http://wiki.eveonline.com/en/wiki/Pirate_Detection_Array_5

One constellation can support dozens of active PvE players this way, but we don't see high-density nullsec development like that for some reason apart from the hubs themselves.

What they are hoping CCP will do is revert it back to the previous way to upgrade space where every system can support a few perma anomaly farming carriers. The problem with that system was because every system was identical, there was no reason to invade and take someone elses space. Outside of moons of course. The idea of the change was starting alliances would setup shop in some of the not so great space and then aspire to take the good from other alliances.

So with these anomaly changes the null bears were left with two choices:

  1. Fight for the good space.
  2. Create super coalitions and sperg on the forums until CCP reverts the change.

Guess which one they picked?

The null bears claim that only the good systems can support a few guys, but what they don't mention is that is at 300 million ISK per hour. So the idea of doing something else not racking in swaths of ISK like that is a waste of time for them. Funny because I don't mind people farming their hearts out, but when it gets to the point where they are able to do it with virtually zero risk, then there is an issue.
Shylari Avada
Hedion University
Amarr Empire
#203 - 2012-12-11 17:44:24 UTC
Marlona Sky wrote:

The null bears claim that only the good systems can support a few guys, but what they don't mention is that is at 300 million ISK per hour. So the idea of doing something else not racking in swaths of ISK like that is a waste of time for them. Funny because I don't mind people farming their hearts out, but when it gets to the point where they are able to do it with virtually zero risk, then there is an issue.


Messing up Anomaly Farmers in a few easy steps!

1. AFK cloak for days with an alt.
2. Once they are comfortable with your 'afk alt', observe habits.
3. Single out the stupid from the cautious.
4. Warp to an unoccupied Anomaly, and wait.
5. When a carrier lands, light Cyno.
6. BlOps friends in, kill Carrier.
7. Go back to step 1.

Note- 1-3 can be skipped with an awox alt.
Veinnail
Caldari Provisions
Caldari State
#204 - 2012-12-11 18:00:52 UTC
Dinsdale Pirannha wrote:
Two words: "Dynamic sec status".
As you develop a system, the sec status slowly goes up, and the value of everything in it goes down.
That means a tech moon has a finite lifespan until the sec status of the system is too high to support a tech moon.

have you ever done moon scans in highsec? last I did, they were loaded full with multiple hi-rarity materials each
Buzzy Warstl
Quantum Flux Foundry
#205 - 2012-12-11 19:49:00 UTC
Jenn aSide wrote:
Buzzy Warstl wrote:
Akirei Scytale wrote:
It basically boils down to this.

A lot of space in nullsec is essentially worthless. Key systems are extremely desireable. Because of this, there is a lot of "dead space" between hubs of activity.

Hub systems can be extremely busy. When TEST isn't deployed, K-6 can have more people in it than Dodixie. Each nullsec alliance will have 1-2 major hubs, no more, as centralization is convenient.

Outside this, particularly good ratting systems will have constant activity. These are usually -1.0 truesec or close to it.

People rarely, if ever, camp gates in null. It is boring and not very productive. People instead tend to hunt for targets. There are a few exceptions, like severe choke points, hostile pipes during major PvP activity or enemy deployment, and highsec-to-nullsec gates.

If you want to find people, visit hubs or areas where fleets are being active. Any war front is sure to have camped gates, fleets, small roams, scouts, etc flying absolutely everywhere. If you want to see people, identify an alliance hub and pay a visit, just don't expect to be welcomed with open arms.

It just isn't very representative of nullsec to fly through a few dozen backwoods systems and think "man nullsec is so empty", because lemme tell you, when a nullsec system gets hot, it gets really f'ing hot.

The funny part is, *any* system in nullsec can be upgraded to awesome.

Just look at what you get with a single station and all system upgrades in place.
http://wiki.eveonline.com/en/wiki/Survey_Networks_5
http://wiki.eveonline.com/en/wiki/Ore_Prospecting_Array_5
http://wiki.eveonline.com/en/wiki/Entrapment_Array_5
http://wiki.eveonline.com/en/wiki/Pirate_Detection_Array_5

One constellation can support dozens of active PvE players this way, but we don't see high-density nullsec development like that for some reason apart from the hubs themselves.


This is evidence of someone who doesn't spend any time in null because they think "any system can be upgraded to awesome".

So you are saying that an effectively unlimited supply of PvE content, continually respawned within minutes, isn't "awesome" compared to every other part of space?

I'd say you are spoiled, or perhaps nobody actually upgrades a system all the way? When I was playing in nullsec people seemed to be allergic to upgrades other than the anomaly and mining arrays, I guess they thought scanning was too much work >.>

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Jenn aSide
Soul Machines
The Initiative.
#206 - 2012-12-11 20:14:42 UTC
Buzzy Warstl wrote:
Jenn aSide wrote:
Buzzy Warstl wrote:
Akirei Scytale wrote:
It basically boils down to this.

A lot of space in nullsec is essentially worthless. Key systems are extremely desireable. Because of this, there is a lot of "dead space" between hubs of activity.

Hub systems can be extremely busy. When TEST isn't deployed, K-6 can have more people in it than Dodixie. Each nullsec alliance will have 1-2 major hubs, no more, as centralization is convenient.

Outside this, particularly good ratting systems will have constant activity. These are usually -1.0 truesec or close to it.

People rarely, if ever, camp gates in null. It is boring and not very productive. People instead tend to hunt for targets. There are a few exceptions, like severe choke points, hostile pipes during major PvP activity or enemy deployment, and highsec-to-nullsec gates.

If you want to find people, visit hubs or areas where fleets are being active. Any war front is sure to have camped gates, fleets, small roams, scouts, etc flying absolutely everywhere. If you want to see people, identify an alliance hub and pay a visit, just don't expect to be welcomed with open arms.

It just isn't very representative of nullsec to fly through a few dozen backwoods systems and think "man nullsec is so empty", because lemme tell you, when a nullsec system gets hot, it gets really f'ing hot.

The funny part is, *any* system in nullsec can be upgraded to awesome.

Just look at what you get with a single station and all system upgrades in place.
http://wiki.eveonline.com/en/wiki/Survey_Networks_5
http://wiki.eveonline.com/en/wiki/Ore_Prospecting_Array_5
http://wiki.eveonline.com/en/wiki/Entrapment_Array_5
http://wiki.eveonline.com/en/wiki/Pirate_Detection_Array_5

One constellation can support dozens of active PvE players this way, but we don't see high-density nullsec development like that for some reason apart from the hubs themselves.


This is evidence of someone who doesn't spend any time in null because they think "any system can be upgraded to awesome".

So you are saying that an effectively unlimited supply of PvE content, continually respawned within minutes, isn't "awesome" compared to every other part of space?

I'd say you are spoiled, or perhaps nobody actually upgrades a system all the way? When I was playing in nullsec people seemed to be allergic to upgrades other than the anomaly and mining arrays, I guess they thought scanning was too much work >.>


Unless you are sitting in a -1.0 system (which most null sec systems are not), the vast majority of anomalies made persistent by upgrading will go undone.

In the system i recently left (a -0.5 IIRC), there was 1 haven, 2 forlorn hubs, 2 forsaken hubs and 10 other anomalies. The 10 others no one ever touch, at best that system could support 2-3 players doing anoms for the isk.

Even after CCPs last "EHP/ISK" buff to anomalies (where many anomalies received more ships to give them comparable "weight" of ships as what you would find in the most run anoms), the only anomalies worth screwing with are STILL Sanctums, Havens, Forsaken or forlorn hubs and MAYBE Forsaken Rally Points if nothing else is available. The previous nerf to sanctums and most havens out of null sec upgraded systems.

Respawning anomalies are nice, but the systems can't support more than a couple dedicate runners apiece at a time, and all one has to do is look at dotlan maps to see which ones have lots of rats killed and plant a cloaky afk guy there. Upgraded system anomaly isk is only slightly better (because of these realities) than flying around empty null sec scratching off "natural" spawning Anomalies.

When you can make almost the same isk flying around empty null sec systems shooting anom rats as you can in a upgraded system that costs your corp/alliance billions, it means the system is both broken and NOT awesome for the grunt players involved.

This is why you see more null sec players with high sec incursion and mission alts than you see ratting in null sec. the rats in high sec missions are INFINITE and you don't even have to watch local.
Malphilos
State War Academy
Caldari State
#207 - 2012-12-11 21:22:56 UTC
Shylari Avada wrote:


Messing up Anomaly Farmers in a few easy steps!

...
3. Single out the stupid from the cautious.
...



That actually sounds like all of EVE... is someone suggesting this is a problem?
Korinne
The Partisan Brigade
#208 - 2012-12-12 00:52:55 UTC
Commander Ted wrote:
Did a 50 jump roam in my caracal and found absolutely 0 people going between gates. Jumped into a busy bottleneck constellation full of ratters and died as expected. Even then though the busiest systems in null have only 60 guys docked and active according to the map. Whats going on? Aren't their people roaming around looking for fights?


They don't have to, which is precisely the problem with sov, there is no incentive to defend your space outside of the 1 hour in which it's vulnerable. Coupled with the fact that it's possible to redeploy your entire fleet across the galaxy in 6 jumps, there is effectively no reason to defend anything, thus there are no standing defenses, and weakspots in said defenses to be exploited.
Commander Ted
Caldari Provisions
Caldari State
#209 - 2012-12-12 00:57:29 UTC
Perhaps a system resembling FW should be implemented. A series of static warp gates are in your systems and if an enemy occupies them and destroys whatever objective is inside then your system becomes closer to capturable?

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Korinne
The Partisan Brigade
#210 - 2012-12-12 01:02:17 UTC
Commander Ted wrote:
Perhaps a system resembling FW should be implemented. A series of static warp gates are in your systems and if an enemy occupies them and destroys whatever objective is inside then your system becomes closer to capturable?


Really the only workable solution I can see to this problem is to reimpliment the old sov mechanics, make outposts destructable, and require supercaps to be present on grid to maintain sov. Depending on how the latter two are implimented, it would go a long way towards stomping out these supercapblob tactics.
Marlona Sky
State War Academy
Caldari State
#211 - 2012-12-12 01:36:14 UTC
Super caps being piloted and risked by a single player is horrible game design. All it does is force them to only see combat when it is 100% safe and the only time they die is to a miss click or similar error. Super capitals should be a real alliance asset that everyone in the alliance directly benifits from when the alliance uses them and feels the pain when they are destroyed.
Wo nko
University of Caille
Gallente Federation
#212 - 2012-12-13 14:58:41 UTC
i feel sry for todays 0.0 eve players...
Muestereate
Minions LLC
#213 - 2012-12-13 15:49:43 UTC
How much do null sec incursions pay? Seems to me they would be worth it to roam about. Maybe their rewards need buffed some more? double them? Seems like the cumulative isk per hour would be worth the risk. to roam into someone elses territory. TVP runs pretty well without super shiney's . Isk get spread around instead of just going to the few moon holders. What am I missing?
Buzzy Warstl
Quantum Flux Foundry
#214 - 2012-12-13 15:59:41 UTC
Jenn aSide wrote:

Unless you are sitting in a -1.0 system (which most null sec systems are not), the vast majority of anomalies made persistent by upgrading will go undone.

In the system i recently left (a -0.5 IIRC), there was 1 haven, 2 forlorn hubs, 2 forsaken hubs and 10 other anomalies. The 10 others no one ever touch, at best that system could support 2-3 players doing anoms for the isk.

Even after CCPs last "EHP/ISK" buff to anomalies (where many anomalies received more ships to give them comparable "weight" of ships as what you would find in the most run anoms), the only anomalies worth screwing with are STILL Sanctums, Havens, Forsaken or forlorn hubs and MAYBE Forsaken Rally Points if nothing else is available. The previous nerf to sanctums and most havens out of null sec upgraded systems.

Respawning anomalies are nice, but the systems can't support more than a couple dedicate runners apiece at a time, and all one has to do is look at dotlan maps to see which ones have lots of rats killed and plant a cloaky afk guy there. Upgraded system anomaly isk is only slightly better (because of these realities) than flying around empty null sec scratching off "natural" spawning Anomalies.

When you can make almost the same isk flying around empty null sec systems shooting anom rats as you can in a upgraded system that costs your corp/alliance billions, it means the system is both broken and NOT awesome for the grunt players involved.

This is why you see more null sec players with high sec incursion and mission alts than you see ratting in null sec. the rats in high sec missions are INFINITE and you don't even have to watch local.

So what your saying is that scanning *is* too hard, and that only the very best anomalies are worth doing for the players that are actually in nullsec?

Since it takes a fair amount of character training to be able to do those top anomalies in a reasonable amount of time, why don't you sick your newbies on the smaller anomalies?

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Korinne
The Partisan Brigade
#215 - 2012-12-13 16:03:07 UTC
Marlona Sky wrote:
Super caps being piloted and risked by a single player is horrible game design. All it does is force them to only see combat when it is 100% safe and the only time they die is to a miss click or similar error. Super capitals should be a real alliance asset that everyone in the alliance directly benifits from when the alliance uses them and feels the pain when they are destroyed.


That's pretty much what I'm saying, having to have them be around and on grid to benefit from any major sov, like outposts and stuff. It would force people to artificially be in space to defend it, and thus not be able to roll around in supreblobs.
Phil Da Agony
KarmaFleet
Goonswarm Federation
#216 - 2012-12-13 17:03:49 UTC
Dinsdale Pirannha wrote:
Two words: "Dynamic sec status".
As you develop a system, the sec status slowly goes up, and the value of everything in it goes down.
That means a tech moon has a finite lifespan until the sec status of the system is too high to support a tech moon.

Conversely, a system that is empty with no activity slowly loses sec status, and the rats/moons/asteroids get more valuable.

Gone are the static blue alliances.
Hello nomadic groups constantly exploring and fighting over riches that ebb and flow depending on the activity level in that system.

Someday a 0.8 backwater might become a -1.0 trusec, and a -1.0 might become a 1.0



Two words "game ruined".

You know the kind of effort that takes to create a decent null sec home system? Nobody will bother if its gonna end anytime.

You can already loose it cus someone elses takes it away, and thats more than nuff.

Theres no way of preventin EVE from bein EVE and if the playerbase decides to go blue, there you go, all blues, end of story, working as intended.
Jenn aSide
Soul Machines
The Initiative.
#217 - 2012-12-13 17:08:44 UTC
Buzzy Warstl wrote:

So what your saying is that scanning *is* too hard, and that only the very best anomalies are worth doing for the players that are actually in nullsec?


How do you jump from what I said to that? Sounds like you dealin with some Dain Bramage. Where do i mention scanning being hard?

But yes, only the very best anomalies are worth the effort.

Quote:

Since it takes a fair amount of character training to be able to do those top anomalies in a reasonable amount of time, why don't you sick your newbies on the smaller anomalies?


You can do a sanctum with a lvl 4 mission ship, it's not in the least bit that hard at all. And what newbies, i ain't got no newbies, i'm a grunt.
Jenn aSide
Soul Machines
The Initiative.
#218 - 2012-12-13 17:11:38 UTC
Muestereate wrote:
How much do null sec incursions pay? Seems to me they would be worth it to roam about. Maybe their rewards need buffed some more? double them? Seems like the cumulative isk per hour would be worth the risk. to roam into someone elses territory. TVP runs pretty well without super shiney's . Isk get spread around instead of just going to the few moon holders. What am I missing?


Reality.

No amount of buffing is going to create null sec incursion communities. Losing your ship to other people in route to a null sec anom in a place where you can't dock and can't just go to a nearby trade hub and get a replacement percludes any kind of community formation.

The ONLY way people will do null incursions is if one parks it self on territory they already own.
Phil Da Agony
KarmaFleet
Goonswarm Federation
#219 - 2012-12-13 17:13:19 UTC
Buzzy Warstl wrote:

So what your saying is that scanning *is* too hard, and that only the very best anomalies are worth doing for the players that are actually in nullsec?

Since it takes a fair amount of character training to be able to do those top anomalies in a reasonable amount of time, why don't you sick your newbies on the smaller anomalies?


Cus if u are smarter than a monkey and you manage to get a decent value from your LPs you do WAAAAAAAAAAAAAY more money in hisec?

Seriously this thing is gettin old people thinks that living in 0.0 equals to sit on mountains of ISK, and thats not true.

It takes a lot of work, money, and people to have a decent ratting spot in 0.0, usually this spot concentrates a shitload of people so sometimes you wont even have room for yourself when you log in. And we´re not talkin about crazy profit, we´re talkin about a ridiculous improvement margin above what u can do un hi-sec, alone, with ridiculous investment, safe, and without havin to wait because theres enough level 4s for everyone.

"But you can do other sort of things to gain ISK!!!" Yeah, but thats the only risk/reward acceptable, get over it.
Buzzy Warstl
Quantum Flux Foundry
#220 - 2012-12-13 17:20:14 UTC
You are reinforcing my point instead of contradicting it.
There is a lot of potentially profitable content available to nullsec dwellers that isn't being used, because the people who are playing in nullsec don't want to use it.

Even highsec signature sites can be hugely profitable, yet several nullsec people have just chimed in here to say they don't want to bother with them. I guess officer modules aren't expensive enough to make it worthwhile yet >.>

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs