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EVE Online is an Ecosystem

Author
Mara Rinn
Cosmic Goo Convertor
#81 - 2013-02-20 06:42:53 UTC
Arronicus wrote:
Eve is not an ecosystem. Nothing grows, or develops on its own. Everything is fostered, changed, and perpetuated by the players. If all the players stopped playing, aside from some poses going offline, and sov eventually dropping due to unpaid bills, nothing would die off, change, or adapt. Eve is a petri dish, and players are the bacteria.


ITT: people not understanding what an ecosystem is.

EVE is an ecosystem. The players are part of that ecosystem. Everything else you said is exactly right: EVE is about the players. The game mechanics are just a construct for letting the players interact with each other using a common set of rules. EVE is the players. The players are (part of) the ecosystem.
Vaerah Vahrokha
Vahrokh Consulting
#82 - 2013-02-20 07:11:55 UTC  |  Edited by: Vaerah Vahrokha
Poetic Stanziel wrote:
What is true, is that highsec safety is free, there is no work or time or money that a highsec miner has to spend or perform to acquire that level of safety.


There's no safety in hi sec at all, there's exclusively retribution on the attackers. Your whole wall of text just failed.
To insure hi sec safety you have to hire one of the so called "logistics corps" (I have cooperated with one), that is "good mercs" that have to actively keep tabs on the protegees and want money. That's as much "effort of players" as it gets.


Poetic Stanziel wrote:

On the other hand, nullsec safety, as it exists, is not supplied by game mechanics, but directly via the efforts of players.


The null sec local chat is provided by game mechanics. It's so hard coded by game mechanics that bots and humans alike since ever use it to insta warp to safe / POS.


Poetic Stanziel wrote:

A highsec miner can mine for long periods of time with very little interaction with the game. What are the chances that a miner is going to be ganked in highsec in any twelve hour period? Consider the number of miners in highsec during a twelve hour time interval, consider how many ganks occur in that twelve hour time period. The chance that any particular miner is going to be singled out is statistically very low.


When there's an Hulkageddon the 4 ships per hour in my home system turn to > 50 with an all high peak of 78. Divide 24 hours by 50 to 78 and you get the chances.

No Hulkageddon? Not my fault, someone boldly proclaimed a permanent Hulkageddon then took back their words.


Poetic Stanziel wrote:

The question then becomes, how long can a player mine in a relatively inactive state throughout a given day, versus mining in a state where they need to actively pay attention to the game? A highsec miner can multitask quite effectively. They can mine 8-12 hours per day, while getting many other tasks done: their job, playing another game, watching a movie, making sure their kids don't stab themselves. The nullsec miner can't multitask as effectively, if at all. The time they can spend mining is far more limited.

So, if you can spend 8-12 hours per day, earning 25M ISK per hour in a generally AFK activity in highsec, versus spending 3-4 hours per day, earning 60M ISK per hour in nullsec, what do you choose? Low effort for 250M ISK per day, or greater effort for 210M ISK per day? This is why most nullsec alts are based out of highsec. Low effort, high reward, very low risk.


Balls. They EITHER AFK as you say and get 5M per hour mining ice OR actively mine roids that last 1 laser cycle and require belt hopping for maximum gains and THEN they get the 25M per hour. Try doing it while you are at school.


Poetic Stanziel wrote:

Not everyone is going to leave highsec. That's cool. But there are certainly people who would leave highsec to perform their industry or their PvEing if the reward was large enough. Yet, the reward for leaving highsec is rarely worth the effort it involves.


Because security is security regardless of the security provider and the market does not care if it's provided by NPCs or players.
Vaerah Vahrokha
Vahrokh Consulting
#83 - 2013-02-20 07:18:50 UTC  |  Edited by: Vaerah Vahrokha
Poetic Stanziel wrote:

Miners and missioners. These people are part of the EVE ecosystem. They're the producers. These folks are the bottom of the food chain.


And they are ALL out there with pathetic defensless or barely cap stable ships. Go take them, they CANNOT survive an attack.


Poetic Stanziel wrote:

There are few producers in lowsec and nullsec, and the PvP ecosystem is becoming stale.


Those are known low and null sec shortcomings, it's unlikely that an hi sec miner endageres the production slots you can't have in null sec anyway.


Poetic Stanziel wrote:

Some of the consumer types are an endangered species. It's consumers on consumers, and the consumer population is dwindling as a result. You see this in forum posts and blog posts, people becoming bored of fighting the same people over and over again. The variety is causing burn-out and a general malaise with the game.


There are at least 20,000 players out of hi sec. Seems odd you see every day the same faces. May be break some blue.
You know, if RvB and Brave Newbies can find PvP, maybe so you could too.


Poetic Stanziel wrote:

The EVE Online ecosystem is sick. It's in ill-health. The delicate balance is out-of-whack. The risk to reward ratio has to return to a reasonable level. There are producers who will brave lowsec and nullsec (lowsec in particular,) but the reward for doing so has to outweigh the rewards currently available to highsec. Producers are the people who jump start PvP, they're the carrot. The game needs more carrots venturing outside of highsec. More reward; carrots for carrots.


The EvE ecosystem is sick because it sucks.

If EVERY PvP game I played and play, I can reasonably self defend, reasonably find a comparable sized team to fight mine, reasonably play hunter and prey for minutes using line of sight, buildings, terrain etc, I can dodge attacks and go around the attackers' back and attack myself...

... while in EvE, where losses matter, all you can do is to use a scout alt. There's no reasonable way to self defend since "soloers" come with 4 RR ships and Falcon (HOW COMES!!!! The evil predator has a Falcon to cowardly flee in face of **risk** Roll). Even more often than that, your 4-10 men group will find everywhere a desolate wasteland (been there, seen that) until the others assembled a 50 men and / or hot drop.

You can't dodge or play tactics because in the end it's warp at gate or warp to station (rarely to planet or POS) to find a fight and there's not tactical gameplay in a face to face mexican standoff.


So, pray tell, what self-preserving, natural ecosystem is completely, UTTERLY lined up against the prey or "producer" or whatever you call it?
Answer: no one. Natural eco systems involve fair chances even for completely defensless, peaceful races. Be it with cunning, with numbers, with thick hide. In EvE all the cunning the evil hi sec miner can use is to be at the keyboard, imagine that. If they are 100000, it does not matter, if they put a thick hide they are still plenty killable, except they don't also feed awesome drops and salvage repaying for the added effort at killing them.
Mallak Azaria
Caldari Provisions
Caldari State
#84 - 2013-02-20 07:18:56 UTC
LHA Tarawa wrote:
So, the be-all, end-all in the ultimate PVP game is.....

blowing up a defenseless mining barge because after hours of mining, the player's attention lapses for a minute?

PAAAAAHHHHHLEASE!


PVPers should look to fight other PVPers and stop looking at industrialist carebears as potential targets. ANY attempt to make the carebears targets will simply result in them quitting the game.


You like to PVP. I like to mine, manufacture, produce.

You go PVP with others that want to PVP, and I'll keep mining, manufacturing, and producing with others that, like me, have no interest in PVP.

If CCP tries to force me to PVP, I'm gone. How does that benefit the PVPer?


You need to learn about the PvP food chain.

This post was lovingly crafted by a member of the Goonwaffe Posting Cabal, proud member of the popular gay hookup site somethingawful.com, Spelling Bee, Grammar Gestapo & #1 Official Gevlon Goblin Fanclub member.

Kainotomiu Ronuken
koahisquad
#85 - 2013-02-20 07:20:02 UTC
Vaerah Vahrokha wrote:

There's no safety in hi sec at all, there's exclusively retribution on the attackers. Your whole wall of text just failed.

Actually, Concord does create safety in highsec. The fear of retribution is a deterrent and therefore less people get shot at. There's also the fact that any potential aggressor has a maximum of 10 seconds to win the combat before he is blapped, while a normal battle in EVE might take several minutes.
Dante Uisen
Caldari Provisions
Caldari State
#86 - 2013-02-20 07:21:32 UTC
Mallak Azaria wrote:
You need to learn about the PvP food chain.


Mining barges don't shoot anything, anything shoots mining barges, capitals hotdrop anything.
Dante Uisen
Caldari Provisions
Caldari State
#87 - 2013-02-20 07:26:11 UTC
Kainotomiu Ronuken wrote:
Vaerah Vahrokha wrote:

There's no safety in hi sec at all, there's exclusively retribution on the attackers. Your whole wall of text just failed.

Actually, Concord does create safety in highsec. The fear of retribution is a deterrent and therefore less people get shot at. There's also the fact that any potential aggressor has a maximum of 10 seconds to win the combat before he is blapped, while a normal battle in EVE might take several minutes.


You can wardec any hi-sec player who is not a member of a npc corporation, and that will allow you to attack someone in hi-sec without concord attacking you.

I know it's a shocking concept that you just can't gate camp and kill random players, but that's how hi-sec work.
Vaerah Vahrokha
Vahrokh Consulting
#88 - 2013-02-20 07:26:41 UTC  |  Edited by: Vaerah Vahrokha
Kainotomiu Ronuken wrote:
Vaerah Vahrokha wrote:

There's no safety in hi sec at all, there's exclusively retribution on the attackers. Your whole wall of text just failed.

Actually, Concord does create safety in highsec. The fear of retribution is a deterrent and therefore less people get shot at. There's also the fact that any potential aggressor has a maximum of 10 seconds to win the combat before he is blapped, while a normal battle in EVE might take several minutes.


If Concord created safety, then people could not explode.

"Don't undock with something you cannot afford to lose" is quite a known EvE principle.

Considering even quite sturdy Jump Freighters get regularly popped, the safety is not *that* enforced.
Karrl Tian
Doomheim
#89 - 2013-02-20 07:33:07 UTC
LHA Tarawa wrote:
Primary Me wrote:

if you're out in null mining, your alliance will have to protect you. Which means a defensive gang to fight/avoid, gate camps to negotiate, running fights to be had all evening, laughter on team speak when our gang gets back to base, either in pods or with half of our fleet 'missing presumed in a clone vat'.



Except that isn't how it happens either. You are reported in local 6 jumps jumps out, then we warp to POS and go AFK. We return half hour or so later to see if you have left the area.

Giving you fights is the sure way of getting you to come back... so no fights. It's bad for business.

So, you get frustrated at the fact that you don't get fights, so put an AFK cloaky in ou industry system waiting for us to get frustrated and undock. So then, we clone jump back to high sec and go mining there. Then you war dec to get us in high sec, so we drop to NPC corp.


And we're right back to where we are now. I'm in high sec, with all my alts in a corp of just me, me, me, me, me, and me (6 toons, 4 accounts). If I get war decced, I give it one week to end, and if it doesn't, I drop back to NPC corp until the war ends.

Then, you get really upset about me making it hard for you to kill me, so come to the boards demanding everything from "remove local" to "remove NPC corps" to "make it easier to gank in high sec"... Then I say, do any of those things, and I'll quit the game.


I've been in null a couple times, and always I end up back in high sec because someone comes around thinking that industrialists are easy kills, and I have to prove them wrong... again.


And then the bumping starts...Twisted
Jonah Gravenstein
Machiavellian Space Bastards
#90 - 2013-02-20 07:42:34 UTC  |  Edited by: Jonah Gravenstein
Dante Uisen wrote:

I know it's a shocking concept that you just can't gate camp and kill random players.


Actually you can, ask Miniluv or anyone else that's involved in suicide ganking, you just have to suffer the consequences, Concord don't provide protection, they provide punishment. There's a sizeable difference.

In the beginning there was nothing, which exploded.

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dark heartt
#91 - 2013-02-20 07:47:18 UTC
Dante Uisen wrote:
Kainotomiu Ronuken wrote:
Vaerah Vahrokha wrote:

There's no safety in hi sec at all, there's exclusively retribution on the attackers. Your whole wall of text just failed.

Actually, Concord does create safety in highsec. The fear of retribution is a deterrent and therefore less people get shot at. There's also the fact that any potential aggressor has a maximum of 10 seconds to win the combat before he is blapped, while a normal battle in EVE might take several minutes.


You can wardec any hi-sec player who is not a member of a npc corporation, and that will allow you to attack someone in hi-sec without concord attacking you.

I know it's a shocking concept that you just can't gate camp and kill random players, but that's how hi-sec work.



You have obviously never been to Jita and surrounding systems, where the whole place is one big camp. You can gate camp and kill anyone in highsec, its called a suicide gank.
Dante Uisen
Caldari Provisions
Caldari State
#92 - 2013-02-20 07:50:58 UTC
dark heartt wrote:
You have obviously never been to Jita and surrounding systems, where the whole place is one big camp. You can gate camp and kill anyone in highsec, its called a suicide gank.


cool story bro
Dante Uisen
Caldari Provisions
Caldari State
#93 - 2013-02-20 07:57:37 UTC  |  Edited by: Dante Uisen
Jonah Gravenstein wrote:
Dante Uisen wrote:
I know it's a shocking concept that you just can't gate camp and kill random players.
Actually you can, ask Miniluv or anyone else that's involved in suicide ganking, you just have to suffer the consequences, Concord don't provide protection, they provide punishment. There's a sizeable difference.


Freighter ganking is more then just killing random people at gates, there is some planning and teamwork involved, and primarily works because you get some isk profit in form of loot.

And the new retribution rules, with looting player wreck giving the suspect flag, seems to have made it a lot harder to make a profit of the ganking of freighters.
Poetic Stanziel
The Scope
Gallente Federation
#94 - 2013-02-20 08:15:43 UTC
from http://poeticstanziel.blogspot.ca/2013/02/the-eve-ecosystem-before-suburban.html

I talked some about the EVE Ecosystem yesterday.

I explained how EVE should work towards a state of equilibrium between the producers (miners, haulers, industrialists), the primary consumers (the gankers and pirates), the secondary consumers (the PvPers, smal gang and large gang, the people that defend an alliance), and the scavengers.

The EVE ecosystem is a nebulous concept if you've never experienced it. The balanced ecosystem, it is something that used to exist. Well before my time in the game. But it was there. All the moving parts working in harmony. Back when people worked where they played. Where if you did your thing in nullsec, you did all your things in nullsec.

This was back in 2003-2007. Back before the game was highsec-centric. This was back when nullsec was the place to be. This is where players gravitated. It was where the stories were being told. Where the money was to be made. Highsec was the place you began, but players wanted to be out in the wilds, the frontier. It's where you could make your mark upon the game.

As time moved onwards, families moved into the game. They wanted to be safe. If they weren't safe they wrote to their government. That government, CCP, wanted to please. So they gave these new settlers what they wanted. People stopped moving out of highsec. The rewards were there, and the risk was ever dwindling. Suburbia began to encroach upon the ecosystem. The delicate balance was lost. The game slowly, but ever so surely, became highsec centric. Fewer people saw any need to risk it all on getting rich out on the frontier, because getting rich could be accomplished from within the gated community of highsec.

Granted, to make the subrub metaphor work, you have to invert the EVE political map. Highsec, the center, became the suburbs. Nullsec, the outer ring, the inner city, the trailer parks of hillbillies. Even through inversion, the metaphor still works.

Don't believe me though. Here is what it was like as described by Primary Me:
Quote:
Once upon a time, before the bad days of an unbalanced hi-sec and null sec anomolies, nullsec dwellers used to use the belts to make their money, ratting and mining. This meant nullsec was packed with nice juicy targets busy making ISK to pay for their PVP ships.

This plethora of targets attracted numerous fast moving gangs who roamed throughout nullsec looking for their 'Daily Raven'. As this activity caused a loss of ISK to the large alliance members, defensive gangs were often created to fight the aggressors, gate camps set up to catch them as they roamed through the alliances territory, jump bridges used to get ahead of a roaming gang, to kill them as they exited an alliances space.

An alliance that didn't defend in this way quickly started losing members as ISK making became too difficult and moral crumbled, this meant that a small PVP corp, living on the edge of an alliances area could have a real impact on the daily life in nullsec, the easy targets of ratting Ravens and miners started the whole PVP food chain, which could escalate up and up until alliances were fighting each other. All aspects of PVP were being created from small gangs up to large alliance fleets.

This was how it happened back in up to 2007. Back then I was losing ratting ships in the belts to roaming gangs from CoW and Tri, and roaming through Geminate and the Vale interrupting Pure and Hydra's ISK gathering activities; some we won some we lost, but it was always entertaining.

No-one back then moved to hi-sec, null was where you earned the big money, afk cloaking was un-heard of, why bother? You could disrupt someones industry by actually playing the game.

Now the targets are gone, some safely away into anomolies, but most back into hi-sec to earn safe isk. No easy targes in the belts, no roaming gangs, no defense fleets, no FCs trying to stay three steps ahead of another gang as a running battle develops across 30 jumps. No fun, just AFK cloakers and big blob sov grinds.

This is the Eve we need to get back to, because nowadays it's easier to go to hi-sec to earn ISK, meaning none of this game play takes place.

Those 2004-2007 years, why is that not the game anybody wants to play anymore? What was so terrible about that EVE Online? Why is highsec-centric EVE preferable to the ecosystem as it once existed? Has the evolution of EVE been for the better?
Jonah Gravenstein
Machiavellian Space Bastards
#95 - 2013-02-20 08:16:29 UTC  |  Edited by: Jonah Gravenstein
Dante Uisen wrote:
Jonah Gravenstein wrote:
Dante Uisen wrote:
I know it's a shocking concept that you just can't gate camp and kill random players.
Actually you can, ask Miniluv or anyone else that's involved in suicide ganking, you just have to suffer the consequences, Concord don't provide protection, they provide punishment. There's a sizeable difference.


Freighter ganking is more then just killing random people at gates, there is some planning and teamwork involved, and primarily works because you get some isk profit in form of loot.

And the new retribution rules, with looting player wreck giving the suspect flag, seems to have made it a lot harder to make a profit of the ganking of freighters.


Any form of ganking in highsec requires organisation and planning, with freighters and the like you also need teamwork as you have a very small window to munch through their EHP and kill in before Concord turn up. Random ganking still happens a lot as well, there are plenty of solo opportunists hanging around busy gates in arty thrashers randomly picking off the afk and lazy in shuttles, frigates and pods, they don't usually run with a team and therefore don't use teamwork, they do however plan around the Concord response times, and organise where their replacement ships are.

Sorry to burst your bubble, but you can definitely camp gates and randomly gank people in highsec, both solo and as a team. Whether or not it's profitable to do so outside of freighters and the terminally stupid carrying multiple plex or BPOs in untanked frigates and shuttles is an entirely different matter.

In the beginning there was nothing, which exploded.

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Kainotomiu Ronuken
koahisquad
#96 - 2013-02-20 08:22:02 UTC
Vaerah Vahrokha wrote:
Kainotomiu Ronuken wrote:
Vaerah Vahrokha wrote:

There's no safety in hi sec at all, there's exclusively retribution on the attackers. Your whole wall of text just failed.

Actually, Concord does create safety in highsec. The fear of retribution is a deterrent and therefore less people get shot at. There's also the fact that any potential aggressor has a maximum of 10 seconds to win the combat before he is blapped, while a normal battle in EVE might take several minutes.


If Concord created safety, then people could not explode.

"Don't undock with something you cannot afford to lose" is quite a known EvE principle.

Considering even quite sturdy Jump Freighters get regularly popped, the safety is not *that* enforced.

Correction: if Concord made highsec safer, people would be less likely to explode.

Take a look at Dotlan someday.
Le Badass
Republic University
Minmatar Republic
#97 - 2013-02-20 08:58:01 UTC
baltec1 wrote:
TL:DR

The barges need to be balanced.


TL;DR

I want to perform cheap, risk free ganks without the need to adapt.
Jonah Gravenstein
Machiavellian Space Bastards
#98 - 2013-02-20 09:00:38 UTC  |  Edited by: Jonah Gravenstein
Le Badass wrote:
baltec1 wrote:
TL:DR

The barges need to be balanced.


TL;DR

I want to perform cheap, risk free ganks without the need to adapt.


If people had actually bothered to tank their barges in the first place then that particular discussion would be moot. I survived 2 hulkageddons, purely because I fit for tank over yield, that was pre-buff, now my Mackinaw packs more EHP than my PvE Drake, a ship renowned for having a ridiculous tank if fitted like a brick.

In the beginning there was nothing, which exploded.

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Kinis Deren
Mosquito Squadron
D0GS OF WAR
#99 - 2013-02-20 09:01:51 UTC
Poetic Stanziel wrote:

Those 2004-2007 years, why is that not the game anybody wants to play anymore? What was so terrible about that EVE Online? Why is highsec-centric EVE preferable to the ecosystem as it once existed? Has the evolution of EVE been for the better?


EVE is Empire centric because it is the home of emergent game play. Nothing of great importance really happens in sov null (either because of NIPs/NAPs, the blue donut or "because of structure grind" depending upon who you believe). Don't believe me? Just take a look at the major in game events/stories over the last few months.

Also, I note that GD is like an ecosystem too: I love all the ganker tears, they sustain me.

Buffs to the mining barges, as well as Retribution changes, just means that a lone ant can't kill an elephant without being stomped by the rest of the herd. To use the oft quoted, but rarely followed, advice: HTFU and ~deal with it~
Jonah Gravenstein
Machiavellian Space Bastards
#100 - 2013-02-20 09:04:21 UTC  |  Edited by: Jonah Gravenstein
Kinis Deren wrote:


Buffs to the mining barges, as well as Retribution changes, just means that a lone ant can't kill an elephant without being stomped by the rest of the herd. To use the oft quoted, but rarely followed, advice: HTFU and ~deal with it~


You couldn't solo an exhumer pre-buff without using a BC or BS, if it was fitted correctly.

In the beginning there was nothing, which exploded.

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