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You CANT Nerf HighSec!

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Frostys Virpio
State War Academy
Caldari State
#1501 - 2012-12-28 15:51:11 UTC
Frying Doom wrote:
Frostys Virpio wrote:

You can't unless you put limits on what the guy with extra hours can do with those. Well at least for Null. I am not sure how WH works completely so maybe that could be done.


No why limit him, he spends more time so his reward (isk) is greater, I am more taking about allowing people to ease into areas without requiring huge hours as to how to do this I am not really sure but it definitely deserves further study.


Unless you remove the requirement for people to be online for territory defense to happen, the causals will never be a target audience for SOV warfare. It just does not work. You need people online to form those fleets. The only way a casual can be usefull in SOV warfare is if there are so many of them that you can still always for up. This require massive numbers of player to work. Truly massive.
Frying Doom
#1502 - 2012-12-28 15:57:29 UTC
Frostys Virpio wrote:
Frying Doom wrote:
Frostys Virpio wrote:

You can't unless you put limits on what the guy with extra hours can do with those. Well at least for Null. I am not sure how WH works completely so maybe that could be done.


No why limit him, he spends more time so his reward (isk) is greater, I am more taking about allowing people to ease into areas without requiring huge hours as to how to do this I am not really sure but it definitely deserves further study.


Unless you remove the requirement for people to be online for territory defense to happen, the causals will never be a target audience for SOV warfare. It just does not work. You need people online to form those fleets. The only way a casual can be usefull in SOV warfare is if there are so many of them that you can still always for up. This require massive numbers of player to work. Truly massive.

Well actually I believe in a usage based Sov approach, where casuals would actually be useful in maintaining sov and improving systems while hardcore players would still be worth more.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Malcanis
Vanishing Point.
The Initiative.
#1503 - 2012-12-28 15:57:33 UTC
Frostys Virpio wrote:
Frying Doom wrote:
Frostys Virpio wrote:

You can't unless you put limits on what the guy with extra hours can do with those. Well at least for Null. I am not sure how WH works completely so maybe that could be done.


No why limit him, he spends more time so his reward (isk) is greater, I am more taking about allowing people to ease into areas without requiring huge hours as to how to do this I am not really sure but it definitely deserves further study.


Unless you remove the requirement for people to be online for territory defense to happen, the causals will never be a target audience for SOV warfare. It just does not work. You need people online to form those fleets. The only way a casual can be usefull in SOV warfare is if there are so many of them that you can still always for up. This require massive numbers of player to work. Truly massive.


Which, now that I think about it, is very likely one of the drivers behind the increasing bloc sizes in 0.0

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

Grath Telkin, 11.10.2016

Frostys Virpio
State War Academy
Caldari State
#1504 - 2012-12-28 15:58:48 UTC
Malcanis wrote:

I just think that production activities in 0.0 (and indeed W-space) should be made more efficient than they are, and more efficient than in hi-sec, with the ultimate difference being sufficient to account for the extra risk, effort and overhead that industry, R&D, invention, etc faces compared to that in hi-sec.



For industry, this would probably require to first add a metric ass ton of production capability in 0.0 and then to increase the cost of assembly lines in the same magnitude so the extra effort of 0.0 can be worth it.

What are the side effect of that?

Would null be able to flood the market amking high sec industry unprofitable because of the higher cost? I don't think so but who knows.
Frostys Virpio
State War Academy
Caldari State
#1505 - 2012-12-28 16:07:05 UTC
Malcanis wrote:
Frostys Virpio wrote:
Frying Doom wrote:
Frostys Virpio wrote:

You can't unless you put limits on what the guy with extra hours can do with those. Well at least for Null. I am not sure how WH works completely so maybe that could be done.


No why limit him, he spends more time so his reward (isk) is greater, I am more taking about allowing people to ease into areas without requiring huge hours as to how to do this I am not really sure but it definitely deserves further study.


Unless you remove the requirement for people to be online for territory defense to happen, the causals will never be a target audience for SOV warfare. It just does not work. You need people online to form those fleets. The only way a casual can be usefull in SOV warfare is if there are so many of them that you can still always for up. This require massive numbers of player to work. Truly massive.


Which, now that I think about it, is very likely one of the drivers behind the increasing bloc sizes in 0.0


Number bring power never seen before. If joe six pack logs in one time a week and manage to fly a doctrine ship, follow orders, orbit the anchor and target the good target, he is at that point just as usefull and any other line member. This guy if nearly just as efficient as a "pro" pilot. You just can't ask him to be backup to call out the moves if your FC drop.

There is a downfall to him that makes him virtually useless in smaller corp/alliance. Most of the time, he will be 100% useless because he was not on when the fleet formed. He logged too late and you already lost the battle where a more ahrdcore player would of been there to help.

The casual is usefull only in a powerblock who already has lots of member. He can be used as an added line member but cannot be relied upon. SOV need at least some player to be relied on and will answer the call when pilots are needed on the frontline.

Casual in Null work in large power block. Large powerblock become marger which increase the size a powerblock need to be before casuals can become really usefull some more. More causals willing to get in 0.0 move to those inflated powerblock. I think I can stop there.
Gillia Winddancer
Aliastra
Gallente Federation
#1506 - 2012-12-28 16:12:14 UTC
You know, making a game more accessible != making it more casual. I am all for making it more accessible. Time however is still not a valid excuse anywhere. There are things in EVE that takes time and that is all there is to it. Some things can be made easier accessible/more efficient and thus MAYBE save some time, but it will probably not make much of a difference.

Cause that is what it comes down to in the end. Time. Casual players are merely players who are limited on time or do not wish to spend too much time in EVE.

In the end it is still their choice on how they wish to spend the time they choose to invest in the game. It is not the fault of the game if it takes a certain amount of time to move from one end of the galaxy to the other for example. Nor is it the fault of the game that it takes a certain amount of time to mobilize a fleet or that it takes so and so long to complete a level 4 mission.

Whilst some of the things that I've mentioned could be made more efficient either through improving the game (more accessible) or made more efficient (player efficiency/communication etc etc), in the end it is still about time.

Making something more casual would be to streamline the game itself in order to save time. Simplify production/reducing time it takes to produce something etc etc. Somehow I don't think that these solutions would be appreciated by most EVE players at all.

Isn't that what makes WoW stand out so much? It's design was almost that of instant gratification across the board but it also have areas where you still have to invest a lot of time in order to clear, such as boss fights? And let's not forget that WoW doesn't have anything that is nearly as complex in terms of economy, risks, conspiracies, advanced player interactions. Everything about it's design screams streamlined simplicity and easy accessibility.

Then again, I thought that people played EVE because it wasn't another WoW-based game.

Bump Truck
Doomheim
#1507 - 2012-12-28 16:22:16 UTC  |  Edited by: Bump Truck
Nessa Aldeen wrote:
Warning: Long post and no TLDR.

I had been in null sec for a long while, and I have witnessed massive amounts of iskies made in null sec. The position that null sec needs more buff is ridiculous, yes, it is dangerous and easily disrupted but you still make crapload of iskies than you can ever make in low or empire sec. Even if you're just a low rank pleb, you can make crazy isk not to mention those in the upper echelons. If you can't there are two reasons: you don't care for isk, and all you want is to kill ****. and/or you have no clue to make iskies.

Nerfing hi-sec as proposed by some is quite literally a game killer. The stand you make is that these people are making sick money in empire, you also claim that risk/reward is much too high. But where is the evidence? L4? nerfed! Incursion? nerfed! Mining.. crap.

Let's say these might be true as you claim it to be. What you don't realize is the fact that MOTIVATION is the real reason behind so many empire dwellers remain where they are. If they don't wish to go to null-sec, you can't decrease their already rather rubbish rewards and hope that this will somehow make them interested in joining your alliance. This will cause a major upset as their values and motivations are not aligned to null sec living. Hell, you can even open a conduit like some alliances back in the day tried (and FAILED) they still didn't go. Their is no motivation, their is no will to head there. The 71% argument does make sense, hi sec empires dwellers are the lifeblood of eve, if the stats are reversed then there is indeed something wrong. Even if you take an RP view, shouldn't long established empires be MORE POPULATED than fledgling empires?

Null sec alliances are run like Mexican druglords area, rather than establishing links to empire, each has their own agenda to push. some are motivated to pvp consistently, others driven by moon goo and so on. These territories are guarded with extreme prejudice to anyone who is not blue. Entry is not as simple as it seems and there are probably lots of stories when empire dwellers have tried and got scammed shot killed. So again, where is the precedent undertaken by null sec empires apart from filling up the coffers of some guy at the top. The distribution of wealth is definitely like an MLM scheme though you can still make iskies. There has to be more offered by Null sec to make them to move.

What you propose will also cause different effects on empire dwelling. One, less iskies for them means less iskies for you. They don't have the moneh to buy your 4 billion implants or your perfectly priced pirate ships etc. Two, the economy is already inflated not just plexes, but everything in EVE is much more expensive than they were circa 2006-2011, nerfing income will make players who are dependent on PLEXes quit as they are unable to match the needed isk. Three, risk adverse players (believe me there are plenty) will most likely quit if the null sec agenda, calling unfairness.

Coming from ex-null sec dweller, I care not what your arguments are about risk/reward in null because it's rubbish. I do however care when null sec people are of the mind that people should indeed flock to get higher reward THROUGH nerfing income in empire. What I see in null sec dwelling is the same old same old, it gets boring and extremely time consuming (36 hrs CTA or get kicked out, FC screaming etc). The ball actually lies in the null sec alliance leaders and CCP on how to upgrade the dynamics of interaction between null and empire. It cannot survive on just pvp-ing alone and establishment of territory without interaction of the majority. The game mechanics should therefore allow this to happen. The question is HOW.


Thanks for the post, I just want to pick out a couple of points;

a lot of the discussion centered on Null sec is not that you can't make enough ISK in Null, it's that you can't make enough goods in null sec. And these things are very different.

IMO things like moon mining really spoil the game by providing so much income at an alliance level and I've seen many posts from goons calling for them to be nerfed.

So it's not about making ISK so you can buy stuff from HighSec, it's about making goods so you don't have to.


A lot of your thread is the "everyone in HighSec will quit if they get nerfed", I've addressed this in the OP.


Finally, a rather fascinating thing you bring up, is the ubiquity of NBSI empires and the lack of NRDS empires.

I believe the reason for this is that there isn't any industry in null, maybe I should post this in a fresh thread, but IMO if industry were viable in null and profitable it would be in the interest of the big null blocks to set up free trade zones in their space they police, letting anyone come in and make money while paying them taxes.

You could even get a null trade hub going if the police were good enough.

At the moment letting people in your space is madness, all they can do is hurt you, if they could help you by paying taxes and stocking your markets it might be worth opening the borders.
Buzzy Warstl
Quantum Flux Foundry
#1508 - 2012-12-28 16:28:30 UTC
Actually, the part of people quitting highsec if it's nerfed is a bit of a red herring.

It's if highsec is nerfed enough to make a big difference to nullsec without corresponding buffs to nullsec. The degree of nerf necessary to do that amounts to gutting the game completely, at which point it simply won't be any fun to play for anyone.

The status quo for industry is imperfect, but there are large portions of it that need to be buffed before we start talking about the need for serious nerfs *anywhere*.

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

Vaerah Vahrokha
Vahrokh Consulting
#1509 - 2012-12-28 18:27:23 UTC
Frying Doom wrote:

Well the follow on from that would have to be

How do we sculpt Null so that it is more casual player friendly?


As I posted some pages ago, other games have implemented the concept of PvP lakes. Those are large areas where anybody can easily jump into and have PvP in few minutes. While this sounds way too simplicistic for EvE, I remind that those games also implement player owned structures located inside said area, to hold, defend and attack.

FW and it's "battle objectives" is the closest EvE implementation of that. Now, extend that to NPC nullsec and pronto you have "lawless space" PvP with objectives that don't take 6 hours of CTA structure shooting.

Casual sov null sec? There are PvP and PvE MMOs featuring player owned farmlands. I am not sure they could be ported to EvE, fending off 30 guys attacking your village during the night is all another task vs defending against 10,000.

In the end? The answer is always put on players' shoulders. CVA space is much more casual player friendly than others, that's done with the same gameplay we already have since the beginning of the game. That's done with players.
Vaerah Vahrokha
Vahrokh Consulting
#1510 - 2012-12-28 18:42:02 UTC  |  Edited by: Vaerah Vahrokha
Gillia Winddancer wrote:


This pretty much although it applies for any online game. I really have to wonder what people have between their ears if they cannot comprehend this simple fact.

There is no such thing as "catering" for people with real lives. There is however casual gaming but that tends to be game design as a whole and trust me, there is not a single one MMO out there who even once considered catering for those who can only play an hour a day.



Totally disagree.

What you say does not even apply to EvE. Playing a lot <> playing good. Playing a lot also does not necessarily mean gaining a competitive advantage.

Want some proofs?

There are EvE minigames (industry being one of them) where who plays 10 minutes a day can have the same researched BPOS and the same production of a 23/7 gaming basement dweller.

FW: thanks to the offline skills training, a guy who plays 1 hour a day and got talent will defeat a worse player with lots of spare time. If both are identically good, then the difference will be made on who got more practice - yes - but with so many disturb factors (situations, other people arriving, NPCs shooting, gate guns...) the outcome would be very close.

Trading: it's since November I play 5 minutes a day, yet since November I have made about 8B and have about more 30B in the oven. That's casual at its finest.


I am not even going to talk about casual player catering games like GW2, where gear has no meaning (no real grind), you can do whatever you want all the time (including having PvP queuing up while you do PvE).

The days of hard core EQ or 40 men WoW raiding were epic, possibly the best I ever had... till it was possible. Then both for me and an huge majority of the available MMO demography life happened.

And games changed. MMO companies are led and driven by market-savy people, they are not going to spend USD 50M+ in a title catering to 30,000 hard corers.

CCP dealt with it. Will you too?
Vaerah Vahrokha
Vahrokh Consulting
#1511 - 2012-12-28 19:04:02 UTC
Gillia Winddancer wrote:

Isn't that what makes WoW stand out so much? It's design was almost that of instant gratification across the board but it also have areas where you still have to invest a lot of time in order to clear, such as boss fights? And let's not forget that WoW doesn't have anything that is nearly as complex in terms of economy, risks, conspiracies, advanced player interactions. Everything about it's design screams streamlined simplicity and easy accessibility.

Then again, I thought that people played EVE because it wasn't another WoW-based game.



No, WoW did not start like that.
It started like an Everquest clone with characters liberally adapted from the Warhammer lore. Blizzard lost to Mythic Games so the latter won over the license (and produced the most broken and badly directed MMO of all times, shame on them!).
Blizzard lost because they could not fit into the Game Workshop high quality standards for their characters (WoW like most titles was created to appease the huge masses with crappy computers).

So they created their own "orcs and elves" and a lore and then released a 500k subs MMO featuring outdoor raid bosses, instanced 40 men hard core content and some of the most time consuming 6 men instances ever created (the Blackrock mountain one could last 6 hours+ to complete and at the time "heroic mode" instances did not even exist!).

In order to be competitive, potions etc. were needed for the first 2 expansion and it took 1 good hour a day just to farm the marterials.

I was the leader of a 160 men guild back then. We were "laid back" as in "just raiding 6 hours a day". Others would DEMAND two raids a day for up to 14 hours a day.
Despite the server being EU based we had to have an about 20 hours a day coverage, we had duplicate "officers" so to be able and field at least two x 40 men raids at any raiding time.

I had to forfeit my RL summer and Christmas vacations because just holding it all together (super hard corers create LOTS of issues and drama) was an excruciating chore.

But it all turned into VICTORY when we won and were the top of all. Reward for that effort.


Now, do you call this "casual"?

Casuals back in 2004 - 2006 were the "guys in rags" with self crafted gear who we'd farm in PvP like pigs. A warrior with a Naxxramas (T3) setup plus an healer could hold and kill 6+ of those casual players easy mode.

Then Blizzard - despite their size - understood the markets were changing.
They understood that an untapped, enormous amount of subscriptions could come if they'd make their games enjoyable to those "players in rags".

Since then, the 500k players have turned into 14M (then down once the game jumped the shark).


What could EvE learn from this? Its player base could never be as high. Space is less attractive than sword and board (but then why Star Wars and Star Treck etc. had so much of an huge fan base? Explain me please!), PvP and sandbox are hard concepts.
Notwithstanding this, EvE could have topped at 200k concurrent players. Even CCP stated they engineered the hardware for 100k+ concurrent players, this means it was in their hopes.

The EvE markets themselves are made for 100k+ players, with the current 40k-ish they are too illiquid and choppy.

As long as EvE will have "players in rags" it won't take off and at this point I fear EvE missed the train.
Malcanis
Vanishing Point.
The Initiative.
#1512 - 2012-12-28 20:38:38 UTC
Frostys Virpio wrote:
.

Casual in Null work in large power block. Large powerblock become marger which increase the size a powerblock need to be before casuals can become really usefull some more. More causals willing to get in 0.0 move to those inflated powerblock. I think I can stop there.


Just so. It amuses me that those who are loudest in their calls for casual players to be able to access 0.0 are also the loudest complainers against the casual players who are already there.

"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.
#1513 - 2012-12-28 20:40:52 UTC
Vaerah Vahrokha wrote:
Gillia Winddancer wrote:

Isn't that what makes WoW stand out so much? It's design was almost that of instant gratification across the board but it also have areas where you still have to invest a lot of time in order to clear, such as boss fights? And let's not forget that WoW doesn't have anything that is nearly as complex in terms of economy, risks, conspiracies, advanced player interactions. Everything about it's design screams streamlined simplicity and easy accessibility.

Then again, I thought that people played EVE because it wasn't another WoW-based game.



No, WoW did not start like that.
It started like an Everquest clone with characters liberally adapted from the Warhammer lore. Blizzard lost to Mythic Games so the latter won over the license (and produced the most broken and badly directed MMO of all times, shame on them!).
Blizzard lost because they could not fit into the Game Workshop high quality standards for their characters (WoW like most titles was created to appease the huge masses with crappy computers).

So they created their own "orcs and elves" and a lore and then released a 500k subs MMO featuring outdoor raid bosses, instanced 40 men hard core content and some of the most time consuming 6 men instances ever created (the Blackrock mountain one could last 6 hours+ to complete and at the time "heroic mode" instances did not even exist!).

In order to be competitive, potions etc. were needed for the first 2 expansion and it took 1 good hour a day just to farm the marterials.

I was the leader of a 160 men guild back then. We were "laid back" as in "just raiding 6 hours a day". Others would DEMAND two raids a day for up to 14 hours a day.
Despite the server being EU based we had to have an about 20 hours a day coverage, we had duplicate "officers" so to be able and field at least two x 40 men raids at any raiding time.

I had to forfeit my RL summer and Christmas vacations because just holding it all together (super hard corers create LOTS of issues and drama) was an excruciating chore.

But it all turned into VICTORY when we won and were the top of all. Reward for that effort.


Now, do you call this "casual"?

Casuals back in 2004 - 2006 were the "guys in rags" with self crafted gear who we'd farm in PvP like pigs. A warrior with a Naxxramas (T3) setup plus an healer could hold and kill 6+ of those casual players easy mode.

Then Blizzard - despite their size - understood the markets were changing.
They understood that an untapped, enormous amount of subscriptions could come if they'd make their games enjoyable to those "players in rags".

Since then, the 500k players have turned into 14M (then down once the game jumped the shark).


What could EvE learn from this? Its player base could never be as high. Space is less attractive than sword and board (but then why Star Wars and Star Treck etc. had so much of an huge fan base? Explain me please!), PvP and sandbox are hard concepts.
Notwithstanding this, EvE could have topped at 200k concurrent players. Even CCP stated they engineered the hardware for 100k+ concurrent players, this means it was in their hopes.

The EvE markets themselves are made for 100k+ players, with the current 40k-ish they are too illiquid and choppy.

As long as EvE will have "players in rags" it won't take off and at this point I fear EvE missed the train.


Counterpoint: every game that has tried to copy the WoW model has crashed and burned hard.

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

Grath Telkin, 11.10.2016

Vaerah Vahrokha
Vahrokh Consulting
#1514 - 2012-12-28 20:59:50 UTC  |  Edited by: Vaerah Vahrokha
Malcanis wrote:
Counterpoint: every game that has tried to copy the WoW model has crashed and burned hard.


I don't know how this is exactly related to WoW being born "classic" and being turned into "casual friendly" but I'll tell you some things:

- WoW cannot be copied. They "got there first", the 3 years headstart had people heavily invested into their characters (the same effect you see in EvE, some people won't unsub because they don't want to halt their 120M SP character progress and assets).

Blizzard has a massively powerful backoffice and customer care. Their games run on crap computers and tend to be quite solid.

I won't bore you with the too many MMO names I have played since then, suffice to say that copying a question mark on NPCs, a (late) achievement system and so on has not helped them at all. They all invariably require better computers, have many many more issues, their customer care is mediocre.
The story telling is worse, there's no some key facilities like arenas, truly functioning multi-shard PvP battlegrounds, their quests tend to get more boring quicker.
Due to how long it takes to develop a MMO, those generally 2008+ games copied 2005-2006 WoW while Blizzard by that time moved the "goal" far ahead of that. You can see it in early WH "raid instances" requiring an old style big raid like in 2005 when WoW were already down to 10 and 24 men tops. WH copied the 2005 WoW by not providing for "heroic mode" instances when WoW had them. WH had no cross server battlegrounds like 2005 WoW when WoW had them. WH did not even try copying arenas, those did not exist in 2005. And so on and on.

Plus in order to not be dismissed as 100% clones, those games tend to try implement their own ideas... which often prove to be flawed.
Their LUA add ons are way sparser, ported over WoW ones (classic examples being the SCT, "wardrobe" and Quartz-alike mods) and generally less responsive.

- WoW made themselves a brand. People prefer paying the brand more than playing a free another game. Some of those free other games implement pay2win which is seen as very unfair. Also, try copying Apple. Not just produce alternate products but try copying exactly Apple and see how long it'll last (ignoring the billionaire lawsuits of course).

- The constant failures made perspective players diffident. Putting your hard invested character into a Blizzard game means the investment is safeguarded. Putting the same effort just to see the clone game close doors (or have 2 desert servers left a la WH Online) is one of the most feared scenarios.

There are many other points but now I am going to play another 2003 sandbox game, I promised I'd party with a guild mate who just returned playing.
Bump Truck
Doomheim
#1515 - 2012-12-28 21:09:32 UTC
Gillia Winddancer wrote:
Bump Truck wrote:



...



Actually, for your information risk and reward are not dependent on each other. Zero. Nada. Zilch. They just happen to complement each other in EVE. They MUST complement each other in order for the sandbox to work and make sense. That is a huge difference. On top of that you make an even huger mistake by using a lottery as a justification of risk vs reward. Sorry, but EVE does not work like a lottery so that example is null and void in every sense, form and shape. EVE works mainly through player actions and skill, not pure luck. The last thing we want is the luck factor dominating (ECM anyone?). Luck also has an importance of course but it's not in many places in a game like EVE.

As for risk/reward: if CCP so wanted they could make all high-sec completely risk free and have the biggest rewards. But that wouldn't be much fun for anyone now would it, specially when wealth is a primary factor in EVE?

So once again just to recap case: RISK and REWARD have absolutely NO dependence on each other. However in order to have any kind of gameplay in EVE they must complement each other where appropriate. But because they are independent on one another that means you can change them separately, which is a claim you seem to deny.

The next example you use is the 20 mil retriever making 5 bil an hour with a few trips. Here again you make several mistakes.
First of all you don't take into account the status quo of null-sec, nor do you take into account what a change of this magnitude (if I am to borrow your example) would do to the economy. Unless you haven't noticed, EVE has a bit of an inflation issue going on so the last thing we want is more isk sinks anywhere. This the first reason why reckless "increase rewards here and there" suggestions are bad.

As for the status quo: if we ignore the economic consequences, what do you think would happen if null-sec had a much increased reward from mining and such? Do you think that the sov-holders would simply let people come in and do as they please? If they are aware that more people were to enter their space in order to reap the rewards, what do you think the logical step would be for a group of null-sec dwellers that are constantly looking for PvP?
And this is the second reason for why "increase rewards here and there" suggestions are bad.

The "masters" comment wasn't really meant to slander in that way hehe. I was actually referring to the fact that newer players who want to try out null early on pretty much have no choice but to join the already existing sov holders as they have no hope in making any progress themselves. The "do whatever you want in EVE" factor is especially weak in this area. How often do you see genuinely newer players band together and take sov that they can genuinely call their own? If this actually happened in EVE then there would not be any "null-sec" is so empty complaints going on in the first place.

Whew, long post...



Appreciate the the long post Smile


I'm not sure I agree with some of the things you say, first you say "risk and reward are not dependent on each other. Zero. Nada. Zilch. " but then you go on to say "They MUST complement each other in order for the sandbox to work and make sense.".

So I'm not sure what you mean.

I mean that yes, you could have one activity that has a 5% chance of success and pays 4 ISK and another that has a 5% chance of success and pays 40 Million ISK but that, as you say, wouldn't make any sense. One activity would be dominated by the other.

That's why I think Risk and Reward are always paired, the value of any activity is defined by their combination, you can't consider them separately and it makes no sense to. (Though I think that's what you're saying too).

Also the examples I gave were about the connection between risk and reward, not suggestions for how the game should work.


Moreover when you say "I was actually referring to the fact that newer players who want to try out null early on pretty much have no choice but to join the already existing sov holders as they have no hope in making any progress themselves. The "do whatever you want in EVE" factor is especially weak in this area";

I don't think there is a "do whatever you want in EVE" factor. You can work towards any goal but if I want to rule all of Null it's going to be a massive task which will take years which I will probably fail at.

So in the same way I don't think owning sov should be something newer players can just stroll in and do. I think it should be the result of a lot of effort by a lot of people. And it will nearly always come as a splinter of an existing group, rather than a HighSec group re-inventing the wheel and setting out to figure it out for themselves.


So we've kind of got off topic but then this thread has run a lot of it's course. In all it's many pages there really isn't any serious objection to the idea null needs an industrial base of it's own which, given enough work, should be as efficient as HighSec's. And if a nerf is required to achieve this then so be it.


Buzzy Warstl
Quantum Flux Foundry
#1516 - 2012-12-28 21:17:11 UTC  |  Edited by: Buzzy Warstl
Malcanis wrote:


Counterpoint: every game that has tried to copy the WoW model has crashed and burned hard.

Right, which is why CCP isn't going to be releasing "Lost Pandas of Syndicate" any time soon.

The key is recognizing which parts of your game pull in the most people and keep them around for long enough to be profitable.

This is more a matter of self awareness than looking outside at what others are doing, but WoW does provide a key lesson: get to know your players as well as possible, then get them involved in the content they want with a minimum of friction to the process.

Blizzard does extensive analysis of what people are doing in the game. If you play, or know someone who does, take a look at the achievements and statistics available to players and what those can tell you about their game play.

CCP doesn't make half as much information available to us about what we've done in the game, this may mean they aren't doing the extensive data mining about actual play that Blizzard is despite the large scale analyses they publish regularly.

This would be missing the trees for the forest.

I don't know for sure the right answers to highsec vs. everything else balance, but I can tell you that if there is a part of *any* game that players are persistently drawn to regardless of positive and negative changes over time you don't make obviously negative changes to that part of the game on a whim.

[Edit]
I guess my main point is that CCP needs to try to divine what the most people find the most fun about EvE, and make *that part* as good and as easy to get into as possible, while still continuing to polish and improve all other areas of the game.

It's a tall order, but that's why there are so many wrecks by the side of this road.

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

Malcanis
Vanishing Point.
The Initiative.
#1517 - 2012-12-28 21:26:42 UTC
Vaerah Vahrokha wrote:
Malcanis wrote:
Counterpoint: every game that has tried to copy the WoW model has crashed and burned hard.


I don't know how this is exactly related to WoW being born "classic" and being turned into "casual friendly" but I'll tell you some things:

- WoW cannot be copied. They "got there first", .


Yes agreed. Absolutely.

That's why I'm puzzled that you would assert that CCP could have quadrupled player numbers by trying to invade their niche.

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

Grath Telkin, 11.10.2016

masternerdguy
Doomheim
#1518 - 2012-12-28 21:28:41 UTC
Malcanis wrote:
Vaerah Vahrokha wrote:
Malcanis wrote:
Counterpoint: every game that has tried to copy the WoW model has crashed and burned hard.


I don't know how this is exactly related to WoW being born "classic" and being turned into "casual friendly" but I'll tell you some things:

- WoW cannot be copied. They "got there first", .


Yes agreed. Absolutely.

That's why I'm puzzled that you would assert that CCP could have quadrupled player numbers by trying to invade their niche.


~but it will totally work this time~

Things are only impossible until they are not.

Pap Uhotih
Royal Amarr Institute
Amarr Empire
#1519 - 2012-12-28 22:01:19 UTC
Bump Truck wrote:



So we've kind of got off topic but then this thread has run a lot of it's course. In all it's many pages there really isn't any serious objection to the idea null needs an industrial base of it's own which, given enough work, should be as efficient as HighSec's. And if a nerf is required to achieve this then so be it.






I do think that it sounds right that null should be capable of providing an equal industrial base to hi-sec but it doesnt seem to follow that hi-sec needs a nerf to allow that. The actual issue seems that null doesnt provide the security required for free trade which is an issue of poor governance, trade without security will never be good and poor trade wont attract industry.

My opinion would be that there should be better tools for managing space and perhaps some incentive for the creation of safe self policed systems rather than the current options which do seem entirely intended for keeping people out.

Whilst it seems obvious to me that neutral and safe trade corridors (for example) would be mutually beneficial to everyone I dont see that the current system would actually allow it in a practical way.
Perhaps some option of allowing the territory owner to advertise the safety of a system (on a map) but suffer the burden of covering the cost of losses (provided they could also place some tax on activities or act as insurance brokers). I dont intend that solution to be some example of perfection but I do think that the solution is unlikely to be 'nerf x, buff y'.

Frying Doom
#1520 - 2012-12-28 22:15:10 UTC
masternerdguy wrote:
Malcanis wrote:
Vaerah Vahrokha wrote:
Malcanis wrote:
Counterpoint: every game that has tried to copy the WoW model has crashed and burned hard.


I don't know how this is exactly related to WoW being born "classic" and being turned into "casual friendly" but I'll tell you some things:

- WoW cannot be copied. They "got there first", .


Yes agreed. Absolutely.

That's why I'm puzzled that you would assert that CCP could have quadrupled player numbers by trying to invade their niche.


~but it will totally work this time~

The argument that WoWs niche is casual players makes about as much sense as saying WoWs niche is the MMO market, it is drivel.

WoW is a game that allows players to follow a mostly scripted path. EvE does not.
WoW is about sword and board, EvE is about space ships.

We are a sandbox by nature, this in no way excludes us from allow this game to be more casual friendly. It is actually a rather narrow point of view to believe that this game should be for hardcore gamers only.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!