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You CANT Nerf HighSec!

First post First post First post
Author
Malcanis
Vanishing Point.
The Initiative.
#521 - 2012-12-19 18:30:09 UTC
Xavier Hasberin wrote:
Malcanis wrote:
Buzzy Warstl wrote:

Sovereign nullsec gives you ownership and control of the biggest player-ownable shinies in the game, but there is a price for the access to that content. You get to retain highsec access, but your own space is a pale imitation of NPC space.


That's backwards. Surely it ought to be

"You risk losing that space, but your own space is greatly superior to NPC space"




In many respects, it is. Loot's better in null. Minerals in null include some stuff that you can never never never mine in hisec, ever. And, of course, you get those shinies that you insist aren't worth it but your bosses eat up the majority of your production capability to build.


Most of the outposts in 0.0 were built in the era where sov depended on having 4 outposts in a constellation. The rate ahs slowed down greatly. They weren't built because outposts are awesome but because Sov 4 was needed.

Xavier Hasberin wrote:

Not to mention that YOU control access to all those goodies, and can keep everyone else out while you get 'em.


Yeah note that "YOU can keep everyone else out" the magic doesn't just happen. It requires constant effort and investment.

Xavier Hasberin wrote:

As a side note - It's boring in null? That's a quality of what you're doing there. Building an empire's fun - battles everywhere, guts and gore, fighting off the hordes at the gate. RUNNING an empire at peace - that's boring as all get out. Administrative details. Spreadsheets. Some poor ******* has to go guard the gate every now and then, or patrol the road. Some others have got to make sure the rest are building stuff the way they should be. There is a reason politicians and bureaucrats are wired differently from 'normal' people, and why civs and soldiers get along like oil and water. Your alliances are too large and cover too much ground to fight anyone other than another alliance your size, and neither side wants to gamble it all away.


For the octillionth time, it's dull in null because there's so little worth doing there instead of in Empire. When all the low-level activities become viable, it will be more interesting ebcause the range of activities will be greater and so will the population and so will the diversity of that population. 0.0 politics have stagnated and decayed not because the people there are some kind of special genetic degenerate, but because the ruthless game theory that applies in 0.0 means that any activity that isn't worth doing there isn't done there.

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

Grath Telkin, 11.10.2016

Yonis Kador
KADORCORP
#522 - 2012-12-19 18:31:02 UTC
How would moving T2 production out of npc stations affect the rest of the economy? It's all well and good to make a suggestion that sounds fair, but I can just feel the null corps salivating over the prospect of owning both the materials and ability to produce all t2 items/ships in the game. Oh yes high sec, please give us all T2 production! I'm sure that sounds awesome. But until I see some numbers on this I'm not signing off on moving all T2 production out of high sec forever. Virtually no one buys or uses t1 merchandise once they've been in the game a few months. High sec industry will be relegated to cap booster and shuttle production.

YK
Buzzy Warstl
Quantum Flux Foundry
#523 - 2012-12-19 18:31:25 UTC
Natsett Amuinn wrote:
I guess that's what I get for being a smart ass.

You guys do understand that that would mean you can only do T2 production while in a corp that can be wardecced, from a PoS in high sec, or in a station in a system where there is no CONCORD?

That sounds better to you than just reducing the refine rates in NPC stations, lowing the number of available lines in a station, and incresing line costs in NPC stations.

You think all of that would be harder for the NPC corp guy then losing the ability to produce T2 items?



I really am impressed.

It's a change that can be justified with both in-game and out-of-game logic.

T2 production already depends heavily on POS access for research lines, so the people most heavily engaged in it already know what to do.

It doesn't have an impact on newer players at all.

It gives a reason to use several POS modules that are currently rarely deployed.

What's not to like?

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

Natsett Amuinn
Caldari Provisions
Caldari State
#524 - 2012-12-19 18:33:03 UTC  |  Edited by: Natsett Amuinn
Vaerah Vahrokha wrote:

Natsett Amuinn wrote:

Are you not paying attention to the things the devs write?


Where? That outdated link posted above or something else?

I pay attention to what the devs do, actually. Writing is cheap and their plans tend to fizzle (see Dominion, FW "Forex", WiS...)

Outdated or not, just words or not, they've been saying they intend to do a complete S&I overhaul for quite a while now.

It hasn't happend because it's just words, they just haven't reached that stage of the entire rebalancing of EVE. Did you think they were just rebalancing ships? They clearly have not.

There WILL BE a year when the expansions revolve around sciance and industry, as well as a the PoS revamps.

When pretty much everyone agrees that something needs to be done, you insist that CCP won't deliver on the balance improvements when it comes to S&I.


Edit: And really? You're not an industry guy?
While I do nothing but that, managing more than 200 market orders, 90% of which I build myself. YOU who don't actually do industry, knows better how well the game is balanced.

I'm sure you do.
Natsett Amuinn
Caldari Provisions
Caldari State
#525 - 2012-12-19 18:39:26 UTC
Buzzy Warstl wrote:

It's a change that can be justified with both in-game and out-of-game logic.

T2 production already depends heavily on POS access for research lines, so the people most heavily engaged in it already know what to do.

It doesn't have an impact on newer players at all.

It gives a reason to use several POS modules that are currently rarely deployed.

What's not to like?

Nothing honestly.

Sounds perfect to me.


It sounds more extreme to me than just changing the stations a little.
I would expect people to be much more apposd to not being able to do T2 production in an NPC station.
Vaerah Vahrokha
Vahrokh Consulting
#526 - 2012-12-19 18:46:29 UTC
Natsett Amuinn wrote:

When pretty much everyone agrees that something needs to be done, you insist that CCP won't deliver on the balance improvements when it comes to S&I.


I don't insist about CCP not delivering, I just don't get my head all bandaged months or years in advance.
You should too, EvE is a game for those who can go on long term without knotting their guts at every announce.


Natsett Amuinn wrote:

Edit: And really? You're not an industry guy?
While I do nothing but that, managing more than 200 market orders, 90% of which I build myself. YOU who don't actually do industry, knows better how well the game is balanced.

I'm sure you do.


Well considering I have recently mined, invented and then delivered a Vargur, a JF, 2 freighters, 20 blockade runners, a dozen Macks, 20 cheetahs, 30 med shield extenders and have 100B or so in BPOs, plus I have multiple Orca boosted mining fleets I might consider myself an industry guy... but I prefer trading so I consider myself a trader.
Dinsdale Pirannha
Pirannha Corp
#527 - 2012-12-19 18:48:29 UTC
Yonis Kador wrote:
How would moving T2 production out of npc stations affect the rest of the economy? It's all well and good to make a suggestion that sounds fair, but I can just feel the null corps salivating over the prospect of owning both the materials and ability to produce all t2 items/ships in the game. Oh yes high sec, please give us all T2 production! I'm sure that sounds awesome. But until I see some numbers on this I'm not signing off on moving all T2 production out of high sec forever. Virtually no one buys or uses t1 merchandise once they've been in the game a few months. High sec industry will be relegated to cap booster and shuttle production.

YK


Which is precisely why null sec wants it.
Which is precisely what this fellow said: https://forums.eveonline.com/default.aspx?g=posts&m=1230077#post1230077
Buzzy Warstl
Quantum Flux Foundry
#528 - 2012-12-19 18:54:03 UTC
Natsett Amuinn wrote:
Buzzy Warstl wrote:

It's a change that can be justified with both in-game and out-of-game logic.

T2 production already depends heavily on POS access for research lines, so the people most heavily engaged in it already know what to do.

It doesn't have an impact on newer players at all.

It gives a reason to use several POS modules that are currently rarely deployed.

What's not to like?

Nothing honestly.

Sounds perfect to me.


It sounds more extreme to me than just changing the stations a little.
I would expect people to be much more apposd to not being able to do T2 production in an NPC station.

To change the T1 and refining abilities enough to have the effect you seem to desire would have a major impact on a much greater percentage of the playing population, pushing many budding industrialists out entirely. I would make line costs more dependent on NPC corp standing than they are, though, so you can't just create manufacturing alts in a couple weeks and have the best of T1 production that way.

By the time someone has figured out how to handle T2 production at all they should be ready to let go of the NPC corp security blanket. It extends a requirement that is already in place. It could actually be considered a "bug fix", if approached from the proper perspective ;)

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

Natsett Amuinn
Caldari Provisions
Caldari State
#529 - 2012-12-19 18:59:27 UTC
Vaerah Vahrokha wrote:


Well considering I have recently mined, invented and then delivered a Vargur, a JF, 2 freighters, 20 blockade runners, a dozen Macks, 20 cheetahs, 30 med shield extenders and have 100B or so in BPOs, plus I have multiple Orca boosted mining fleets I might consider myself an industry guy... but I prefer trading so I consider myself a trader.

One of these two statements isn't true, you pick and let me know please.
Vaerah Vahrokha wrote:
As non industrial guy, I am not going to lose sleep in the night over it.


Vaerah Vahrokha
Vahrokh Consulting
#530 - 2012-12-19 19:07:16 UTC
Natsett Amuinn wrote:

One of these two statements isn't true, you pick and let me know please.
Vaerah Vahrokha wrote:
As non industrial guy, I am not going to lose sleep in the night over it.



- Non industrial guy = I am not specialized into it (like an one trick pony) and my income does not rely on it. Does not mean I don't do it or don't know it or don't earn ISK out of it. Does not even mean I don't care about it.

- I am not going to lose sleep in the night over it: true for the whole EvE (for me), true because what they say is not necessarily what they do, true because my care for a game is so minor vs my other RL things.
Mr Epeen
It's All About Me
#531 - 2012-12-19 19:07:41 UTC
Dheeradj Nurgle wrote:
The call isn't to nerf Highsec, the call is to make most of Nullsec actually worth a damn.


Null is the true sandbox. It's not up to CCP to make it worth a damn. It's up to the whiners that populate it.

Mr Epeen Cool
Natsett Amuinn
Caldari Provisions
Caldari State
#532 - 2012-12-19 19:15:26 UTC
Buzzy Warstl wrote:
Natsett Amuinn wrote:
I guess that's what I get for being a smart ass.

You guys do understand that that would mean you can only do T2 production while in a corp that can be wardecced, from a PoS in high sec, or in a station in a system where there is no CONCORD?

That sounds better to you than just reducing the refine rates in NPC stations, lowing the number of available lines in a station, and incresing line costs in NPC stations.

You think all of that would be harder for the NPC corp guy then losing the ability to produce T2 items?



I really am impressed.

It's a change that can be justified with both in-game and out-of-game logic.

T2 production already depends heavily on POS access for research lines, so the people most heavily engaged in it already know what to do.

It doesn't have an impact on newer players at all.

It gives a reason to use several POS modules that are currently rarely deployed.

What's not to like?

I don't think general null industry, T1 or T2 production, should be inherently more "profitable". I just don't want the most "efficient" producers to be the gusy in an NPC corp using NPC stations.

I don't want them to "make less" I want them to have a reason to actually take part in the wider game; that is utilizing more player controlled content. As well as consider going to other areas because it's not significantly less worthwhile.


Getting into T2 production, for anyone that isn't trying to crosstrain into other areas of the game -like flying ships to shoot things-, doesn't take long at all. The invention process is what takes some work, but there's a large enough T2 BPC market that if you want to build T2 stuff you can in a rather short period of time.

And anyone doing industry should be expecting to do T2 production.

I don't thinkt hat reduced refine rates in NPC stations would have a bigger impact on the economy or on player in genral, that moving T2 production to low or null would.

I also do not think that it will help to improve the value mining in null. Most people are simply not going to go mine ores in null that pay about the same as an ore in high sec.

However, I would personally prefer leave yeilds alone and increase the amount of high end minerals used in production, T1 and up, as well as lower the low end needs in T2 production. Again though, I would expect more high sec guys to be against that than not getting perfect refines in an NPC station in high sec.

I can always be wrong.
Buzzy Warstl
Quantum Flux Foundry
#533 - 2012-12-19 19:34:24 UTC
On Refining: NPC corps already take a cut of up to 5% if you haven't taken the time to build up positive reputation with them.
Perfect refining at NPC stations isn't a freebie in highsec, you actually have to play mission content of some sort to get it.

Production isn't done that way, even though some of the game documentation says (said?) it is, so increasing the base and allowing people to reduce the cost to current levels by improving their standings would actually be reasonable.

But moving T2 production up to POS's wouldn't be giving nullsec an edge over highsec there, it would be a more level playing field. Doubly so since nullsec enterprises have other things to build in the POS's that can't be built in highsec at all.

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

Natsett Amuinn
Caldari Provisions
Caldari State
#534 - 2012-12-19 19:38:27 UTC
Vaerah Vahrokha wrote:
Natsett Amuinn wrote:
One of these two statements isn't true, you pick and let me know please.
Vaerah Vahrokha wrote:
As non industrial guy, I am not going to lose sleep in the night over it.
- Non industrial guy = I am not specialized into it (like an one trick pony) and my income does not rely on it. Does not mean I don't do it or don't know it or don't earn ISK out of it. Does not even mean I don't care about it.

- I am not going to lose sleep in the night over it: true for the whole EvE (for me), true because what they say is not necessarily what they do, true because my care for a game is so minor vs my other RL things.


I just don't know many people that do capital and T2 battleship production and invention that don't consider themselves industrialists.

You'll have to excuse me for being confused when in one post you said you aren't an industry guy and then in another post said that you just recently built and invented capital and T2 battleships that are primarilly used in null sec.
Natsett Amuinn
Caldari Provisions
Caldari State
#535 - 2012-12-19 19:43:16 UTC
I was under the impression that it was possible to get higher refine rates in High sec stations, with just skills, than is possible in null sec.
Tesal
#536 - 2012-12-19 19:44:12 UTC
Say the same thing over and over until people believe it.
Buzzy Warstl
Quantum Flux Foundry
#537 - 2012-12-19 20:12:17 UTC
Natsett Amuinn wrote:
I was under the impression that it was possible to get higher refine rates in High sec stations, with just skills, than is possible in null sec.

The house always takes a cut, unless your standing is up to 6.7.

You can get perfect refining, but you have to work a little for it.

http://wiki.eveonline.com/en/wiki/Advanced_mining covers it all under the refining section, though it only talks about the 6.7 standing you need for perfect refining, not the tax you pay when it's below that.

It also mentions that you can get perfect refining at outposts, either with improvements to make them equivalent to NPC stations or with perfect skills and an industry implant, though the station owner gets to set whatever tax rate they like so if you aren't the station owner *you* will never see that perfect refining rate.

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

Malcanis
Vanishing Point.
The Initiative.
#538 - 2012-12-19 20:14:08 UTC
6.7 NPC corp standing isn't that hard to get you know.

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

Grath Telkin, 11.10.2016

Buzzy Warstl
Quantum Flux Foundry
#539 - 2012-12-19 20:19:32 UTC
I know, but it means doing more than passively training a toon until you have perfect refining.

On the other hand, you can get perfect refining at a Minmatar outpost if you are the owner of it.
If Evelopedia is accurate, the owner of any particular outpost actually has the ability to make their station exceed highsec standards of industry in one area or another. Given that they are conquerable, I'm not sure how practical that ends up being with only one per system.

Maybe the fix to nullsec industry is simply to allow the planting of more outposts per system.

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

Vaerah Vahrokha
Vahrokh Consulting
#540 - 2012-12-19 20:24:18 UTC
Natsett Amuinn wrote:

I just don't know many people that do capital and T2 battleship production and invention that don't consider themselves industrialists.


Well, in RL I have installed electric house implants for years, programmed and still program for 20+ years, yet I am a trader.


Natsett Amuinn wrote:
I was under the impression that it was possible to get higher refine rates in High sec stations, with just skills, than is possible in null sec.


First of all, the game's actually made in a somewhat smart way. They put a lot of mediocre refining stations everywhere but also (too many imo) better refine stations, expecially in key systems where they planned for people to go refine.
Example: Tuurianas is a "Minmatar pocket" system inside deep Caldari space, there are 2 stations owned by Minmatar NPC corps so the Minmatar guys doing missions to i.e. raise their Caldari standing to above terrible can go there and do both refining and manufacturing.

In order to get good refining, however, you also have to have standings, they come by doing lots and lots of L4 missions and / or COSMOS. This also involves a somewhat counter-productive process, that is you will get terrible standings with null sec NPCs and this can greatly reduce the convenience / will to go in null sec.

One of the big issues I had back in my 0.0 days was exactly this: I was -9 standings vs the very agent I wanted to use. I had an alt I used to grind standings with them, but many other people who don't have a legion of alts were impaired. Imo it would be a great boon if people could go in 0.0 and not have such demotivators, there's enough difficulties as is.

Another factor to take into account is that low sec too has lots of stations and they would be partly nerfed in case of hi sec refining nerf too, else guys with good pockets can just JF stuff in, refine, get out. Now, low sec needs a lot but not further nerfs.