These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Assembly Hall

 
  • Topic is locked indefinitely.
 

[Data Collection - Highsec] I want to hear your words, post them here!

First post First post
Author
Tallian Saotome
Nuclear Arms Exchange Inc.
#61 - 2011-10-28 07:03:09 UTC
Also, one more thing I'd like to see changed. All these people who want CCP sanctioned arenas.

If you want a tournament, set it up, simple. Its not hard to secure a single nullsec system against small groups of griefers, if you have a little organization and some isk to spend. Want ladders? Write up a website. I am paying 4 bux a month for some pretty good hosting, and its robust enough to run a killboard, forum, and flash arcade off of.

Don't ask CCP to make things for us that we can make for ourselves. The fact that there are no arenas in eve is testament to the fact that no one really wants them, because it would be cake to set them up yourself if people did.

If you think people DO want them, then organize a tournament!

Inappropriate signature removed, CCP Phantom.

Adunh Slavy
#62 - 2011-10-28 08:33:57 UTC
Something high sec needs is something to fight over. Most of the war or "suicide gank pvp" in high sec tends to be of the big fish eating little fish variety for no other reason than "because we can" and "for the lolz". This sort of thing lacks contextual value, it's meaningless PVP, violence for the sake of violence at times jokingly justified by "profit motive". People in high sec need a real reason to fight and the fights, despite the gank-bear whiners, need to be perceived as 'fair'.

Once upon a time people in high sec would fight over NPC trade goods/routes, there used to be fights over mining and who cleared the belts. There used to be fights about who was going to live in this system or that. There were fights because of can art believe it or not.

The other aspect is, fights need to seem fair, no small corp is going to reasonably stand up to a corp twice its age and size with neutral repping alts. It devolves into smack talk in local while one side or the other stays docked. Wee.

To the first issue, stuff to fight over, a few ideas.

Mining rights - Perhaps the NPC corp who has Sov over a system, sells mining rights to each of the asteroid belts in an auction. Only the owning corp can mine there at full yield. Anyone else, in that belt will mine at 25% yield. A corp can war dec another corp with the goal of forcing a change of ownership. Make these leases something that can be sold via contracts and traded in the trade window. It gives corps something to fight over and gives those NPC corp mining bots a kick in the teeth.

Maybe DUST and planets can have an impact here too, but will not speculate since CCP has hinted they may introduce player owned customs offices to high sec one day.

Station Rights - Perhaps allow a corp to "buy" a partnership with a station. That one corp gets a 50% discount on all NPC taxes and fees at that station. Only one corp may "own" this partnership at a time. This thing can be traded on contracts, let corps fight over it.

The basic idea with these sort of thing is create some scarcity, not on a macro scale, but in the micro-scale.

For the "fair" fight. This is a difficult balancing act, but perhaps some method of allowing a war dec to be declared as "frig only" or "up to T1 cruisers" only, depending on some metric that is measured, perhaps total SP/Player ratio of a corp determines up to what types of ships can be used. I know it sounds goofy and anti-sandbox in some ways, but perhaps if small newish corps are not scared to death of war, they might have some fun with it.

Perhaps only corps that are in the same SP/PLAYER/AGE ranges can war dec one another/aggress in high sec.

My goal here is not protect "carebears", but to give them reasons to fight, and give them a reasonable chance of being successful at it.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Jackie Fisher
Syrkos Technologies
#63 - 2011-10-28 14:52:56 UTC
Adunh Slavy wrote:
Station Rights - Perhaps allow a corp to "buy" a partnership with a station. That one corp gets a 50% discount on all NPC taxes and fees at that station. Only one corp may "own" this partnership at a time. This thing can be traded on contracts, let corps fight over it.

Allow hi-sec outposts.

Fear God and Thread Nought

Nick Bison
Bison Industrial Inc
Cat Scratch Fevers
#64 - 2011-10-29 18:51:25 UTC  |  Edited by: Nick Bison
I am trusting that V-Rat isn't trolling us so, here goes.

Some of my thoughts. Most/some have already been expressed but, here's my take on a few.

1. Ganking. Working as intended, CONCORD response times fine and the use of alts to pull CONCORD away is a legit tactic as long as the gankers don't mind us using an alt to draw CONCORD to the belt. We HiSec folk need to be vigilant while mining/missioning, if not ... well ... enjoy the pod ride home.

2. Ore/Ice Belts. Move all the ore/ice belts in +0.7 and below to GRAV sites. New players can still get their feet wet in 0.8 and above.
A side note to this is my response to many who think that all HiSec miners are semi-afk, a large number of us who mine in HiSec enjoy the social aspect and are actively chatting in our own channel or on voice.

3. RR Alts. Cheesey move that needs to be addressed. We were WarDec'd by a 1 man corp who would only undock with between 3 to 5 RR alts cycling thru repping him and docking for the next one to take over.

4. Carreer Paths. I don't have much to add here as I jump between mining, mission running, exploration, invention/building and a little WH as the mood takes me.When I get board with one, I just move on to the next.

5. RP (Races). There is no value in what race you chose to be. I spent a great deal of time reading all the race descriptions etc before making my choice. And, it means exactly ZERO. Perhaps a racial bonus of some flavor when you fly your race's ships or engage in an activity that your race is supposed to be predisposed to?

6. PvE. Incursions are fine like they are. I would like more diversity/content in mission running. After rescuing that fricken damsel the 3rd time, I get board and don't run missions for a few weeks.

Enjoy. Since moving back to HiSec, I do enjoy the ability to change what I do based on mood at the time. Considering my limited play time available, I enjoy what I can accomplish in the 2-3 hours I get.

Pisses Me Off. Realistically, the only this that truely irritates me in HiSec is some of the unrestricted chatting/smack in local. As I have grandchildren who like watching me play, it can get a bit problematic when the grandson asks me, "GrandPa, what's a F*ck-Stick?"

Nothing clever at this time.

Cyprus Black
School of Applied Knowledge
Caldari State
#65 - 2011-10-30 21:04:36 UTC  |  Edited by: Cyprus Black
Null sec sucks. Plain and simple.

-I don't like being Meatshield #1572314.
-I don't like all the good spawned belts and sites being reserved for CEO's and friends.
-I don't like having to haul all of my stuff out there myself, one ship at a time.
-I don't like seeing all the manufacturing slots reserved for privileged alliance members.
-I don't like seeing non PvP operations halted indefinitely by an afk pilot in local. (I don't care, but apparently everyone else is too spooked).
-I don't like being told to sod off because I'm not flying the "correct" ship into battle with the "correct" fittings. (Who the f*** turns away the only available dictor pilot for a roving op? Seriously)
-On the flipside, I don't like getting scolded for not participating enough in battles.
-I don't like being tossed aside and considered useless when supercaps enter the field (and they always do).
-I don't like going on 8+ hour roving gangs only to catch a single pilot flying a T1 cruiser at a gate.
-I don't like having to go ten to fifteen jumps away from our 0.0 home just to rat as all nearby belts are saturated with fellow alliance mates.
-I don't like being told that PI in our 0.0 home is reserved for privileged individuals only.

A lot of drastic changes would be necessary to get me back out in 0.0. It's just not worth it.

Summary of EvEs last four expansions: http://imgur.com/ZL5SM33

Obsidian Hawk
RONA Midgard Academy
#66 - 2011-10-31 22:14:13 UTC  |  Edited by: Obsidian Hawk
I think the biggest problem is war decs mechanics.

Wars are not slug fests like they used to be. All it really is, is station camping with a ton neutral RR. I have not seen one wardec corp operate w/o neutral RR.

Other than that. there is nothing really wrong with high sec maybe a few tweeks.

Incursions - they are going good, the pilots provide the bpc's and meta capital modules to 0.0 counterparts who refuse to do incursions. maybe a small isk reward roll back.

Standings - some pilots made mistakes years ago while missioning and need a better way to raise standings with enemy factions.

More epic arcs needed.

removal of insurance for people who high sec gank.

missioning - would like to see a tougher ai in level 4's.


Oh and also, there is nothing wrong with mining in high sec. Goons have proven already what happens if you cut off the ice flow in high sec. IF it really needs to be changed. Change the refine amounts not the belts.

Why Can't I have a picture signature.

Also please support graphical immersion, bring back the art that brought people to EvE online originaly.

A4521
A4 Holdings
#67 - 2011-11-01 09:48:47 UTC  |  Edited by: A4521
idiot forum, I've hit preview and everything I wrote went to waste. :)

1. Arena's for newbs-> pro's (seen it mentioend a lot).

1.1 you don't lose your ship you just go into 25% hull when the other is declared winner (or less w/e)
1.2 repair costs in the station for the arena re at 60% the usual (compared to a low rep npc owned station) to get some isk of the market
1.3 hisec restricted to t1 frigs up to t1 cruisers fights.
1.4 border hisec (0.5) arenas allow you to fly t2 cruisers
1.5 lowsec everything goes ( subcaps)
1.6 separated again into classes t1fits, t2's, faction, officer ?
1.7 the winner gets the winnings the NPC corp owning the arena pays, a free repair, and a % of the bets put on his head.
1.8 people should get LP's just like in mission running, able to buy certain useful stuff off the market cheaper than the other guys( do to the extra hustle)
1.9 tweak it as such it becomes a viable income option for newbs-> pros (comparable to lvl 4 -> 5 mission runners)
1.10 also allow teams of up to 4-5 with points (just like AT)

2. Bounty hunting system made like any other mission system.

2.1 Every player is divided into classes according to they're sp value. so a 4 mil sp player won't go after a 20 mil one.(hm?)
2.2 When you accept your mission you get a number of 4-5 bounty's around a 5-10 jump radius, with a specification in witch type of ship they are in ex (t2 frig gallente) so you can pick a t2 frig yourself or a max of a t1 cruiser (so the fight is fair for both players) and pick a target.
2.3 only the bounty hunter may shoot his target, anyone assisting will get insta targeted by concord/gateguns w/e.
2.4 only the target may fight with the hunter, anyone assisting will get instapoped in any hisec,lowsec (guns) (just like kill rights, 1 time but by the npc) and a 1 point drop in security just so this is not encouraged at all.
2.5 the bounty hunter gets a target system where the target is; the target is not allowed to leave the system, dock up (to change ship, this is argumented in 2.2) but again the fight is fair ( close types of ships)
2.6 also the mission should not last longer than 20-30 mins max, so it doesn't become a nuisance for the player that has the bounty on his head.
2.7 the player with the bounty on his head has a max of 2 missions assigned to him per day, if he wins (beats the hunter) he gets LP to a criminal syndicate where he can also buy stuff) so it is fun for both sides..
2.8 the player with the bounty only loses 20% (hm?) of the bounty on his head if he gets poped, and get's added the value of the ship lost by the bounty hunter, if he wins.

hope you read it Veil Rat, and hopefully there are some good ideas in there.

have a sexy time,
o/

edit: also this might also open a path for the burglar career, you can steal stuff from certain corps ( npc corps mostly) and that would make the Npc corp's add bounty's to players, and so the bounty hunters would have more targets.

and so the burglars will win isk/lp's from stealing from certain corps at the criminal syndicate, and also Lp's for surviving the bounty attacks.

and so we have a fun cycle of pvp missions, extra career options, and a new way of making highsec fun and pvp viable .. at your own risk of course.
Kan'loch Lacoud
Ministry of War
Amarr Empire
#68 - 2011-11-01 10:46:09 UTC
Vile rat wrote:
Parsec Seti wrote:
stuff

To me at least the whole concept of security status should be dynamic. The RP angle is that higher security space has more Concord attention and lower has less, matched up with what is supposed to be a sliding scale of risk/reward. It seems reasonable to me that players should have some way to impact this on some level as their actions would also have an RP impact on the overall security of said space. It seems like it would be pretty cool that either through activities the players do, or activities that RP storyline causes would cause the focus and attention of Concord to shift around a bit. I'm not sure how easy of a sell this would be to CCP since it sounds fairly time/effort intensive but I like the concept.



Couldn't a system similar to the current ihub system be used? Upgrades or modules can be attached to a hub which upgrades sec by 0.1; destroying hub modules reduces by 0.1. The hub itself would go through a reinforcement cycle, though instead of being destroyed it would just offline untill repaired/restarted. (thus resetting sec to the original value).

This could also be used to introduce players to sov concepts and wars in lower sec systems.
Kan'loch Lacoud
Ministry of War
Amarr Empire
#69 - 2011-11-01 10:59:48 UTC
Rellik B00n wrote:
Vile rat wrote:

The purpose of this thread is to gather data. I want to hear what you feel an empire career should be like. What have you experienced that you enjoy? What pisses you off?


thats funny because the first thing i thought was:

the purpose of this thread is to pretend you give a **** about empire.

"We at the CSM at receiving a lot of flak about our apparent desire to turn empire into **** but as you can see from this thread we did in fact ask people what they wanted, thus proving we are interested in empire after all."



I know i'm double posting but dgaf.


Usually I wouldn't take anyone from the orphanage seriously but unfortunately as other people may fall into this trap and Vile Rat is trying to do something to benefit you (not specifically fecal stains like you, but people in highsec) I felt a ~seriouspost~ was required.

Contrary to popular belief the CSM while primarily nullsec players are not entirely focused on one aspect of the game, sure the supercap nerf is most applicable to nullsec I can assure you that the gallente buff is a boon to all and not just the evil overlord super elite puppetmasters.

Some of the ideas in this thread are actually goodposts and I applaud Vile Rat in his attempts to reach out and better a sizeable part of the game, I am sure that all or at least most of the CSM would back any well thought out ideas benefitting low and high sec as it is in their best interest to balance and enhance the game for everyone (fun game = more players coming in = more people to play with/shoot at)
trexinatux
Doomheim
#70 - 2011-11-01 15:07:17 UTC
Making Isk is so painful and boring that everyone in high sec quakes in fear at the tiniest sign of losing it. Making Isk should be fun again. Losing Isk should be funner.

PvE overhaul.
Cheaper PvP.
Insurance for Implants.
A melting pot low sec PvP arena with ridiculous prizes, *I'm talking VCR's and toasters people!*.

No one wants to play with their expensive toys. This needs fixing.

Helpless people on subway trains...

Thredd Necro
Doomheim
#71 - 2011-11-01 19:03:09 UTC  |  Edited by: Thredd Necro
Dumping security designations like high-sec, null-sec, low-sec and just having a grade system that radiates out from civilization centers sounds great even though the convention is likely to be continued to be used for the sake of convenience.

So do patrols rather than too many static units.

Eve can use quite a few tweaks and twiddles to be sure, but the idea of pushing/forcing/punishing high-seccers into lower sec areas and into higher levels of pvp is just bad business and fights the nature of a species the majority of which wishes to survive and procreate which is why they create governments and military forces and police forces in the first place...

and try NOT to fight wars...

and build cities that are mostly safe, not places for gangs to land helicopters and loot walmart at gunpoint and fly away or dogfight over central park with live ammo.

Just because some of the player base, (regardless of percentage), so completely embraces their inner droog, (clockwork orange), doesn't mean most of CCPs potential player base will, in fact it's highly unlikely they would.

Sell the advantages of going to lower sec areas if you want high-sec people to go to low/null-sec. People like advantages.

If there aren't any you shouldn't expect people to go there. Humans are practical.

EVE is a game. People want to be entertained. Sell the entertainment in lower security areas.

If there isn't any you shouldn't expect people to go there. Humans are practical.

A lot of this business pretty much amounts to:

"Leave New York and come to Somalia!!! You'll LOVE it here...Big smile"
"Oh come on guys we all know New York is BORING/stagnant/irrelevant...Somalia is where the cool/pro kids hang out."...Roll

People basically want to change "Welcome to New York" to "Welcome to Somalia" and then complain about the poor tourist trade and how few people want to do business there.

People are basically complaining that the risk/reward ratio is worse in Somalia than it is in New York.

Of course it is...Roll

Humans as a group DO NOT LIKE the wild, wild, west. Humans as a species like to pick their fights as much as possible and to protect their assets, not engage in weekly reruns of the epic high seas movie of your choice or worse yet, the null-sec version of "Waterworld"...P Carebears run most modern civilizations now and there is no reason to think they won't in the next ten thousand years. Most humans would much rather be Bill Gates than Vladimir Putin.

That's just how things are. Try starting from THAT position and deal with the realities of human thought processes from THAT perspective. It will make game changes much easier to filter through and implement at ALL security levels.

That said, there's a number of good ideas in this thread. Keep going!...Here's a cookie!!!Big smile

Modified from original post "enticing" removed

He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which. - Douglas Adams

Lord Zim
Gallente Federation
#72 - 2011-11-01 19:41:45 UTC
Thredd Necro wrote:
Eve can use quite a few tweaks and twiddles to be sure, but the idea of enticing/pushing/forcing/punishing high-seccers into lower sec areas and into higher levels of pvp is just bad business and fights the nature of a species the majority of which wishes to survive and procreate which is why they create governments and military forces and police forces in the first place...

This is the only paragraph I really wanted to comment on, for one simple reason: what's wrong with enticing hiseccers into going into lowsec/nullsec? There's literally no other way to get people out there, they won't move there unless they want to.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Thredd Necro
Doomheim
#73 - 2011-11-01 19:52:47 UTC
Lord Zim wrote:
Thredd Necro wrote:
Eve can use quite a few tweaks and twiddles to be sure, but the idea of enticing/pushing/forcing/punishing high-seccers into lower sec areas and into higher levels of pvp is just bad business and fights the nature of a species the majority of which wishes to survive and procreate which is why they create governments and military forces and police forces in the first place...

This is the only paragraph I really wanted to comment on, for one simple reason: what's wrong with enticing hiseccers into going into lowsec/nullsec? There's literally no other way to get people out there, they won't move there unless they want to.


I will accept responsibility for using the word "enticing" where I should not have. I will edit appropriately.

The fact is, who in their right mind WOULD venture out into low/null-sec in-game or in a real life equivalent if they were not specifically looking for that lifestyle or there was a risk worth taking?

Draw them out, yes, force them out, no.

Create new reasons to come out, rather than simply strangle the current reasons to stay in.

He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which. - Douglas Adams

Lord Zim
Gallente Federation
#74 - 2011-11-01 20:16:14 UTC
Literally the only thing I can see, offhand, that needs to be nerfed in hisec right now, is incursions. Other than that, what I think needs to be done is to both make SOV incentivize using multiple small fleets to attack multiple solar systems (so there's actual strategy in where fleets are deployed and what number, instead of just pack 1000+ into one system 6 times and move on to the next), and increase the rewards dramatically for the individual pilot in lowsec and nullsec. It would probably be best if it wasn't even a raw isk reward, but just all-round qualitative improvements for the individual pilot. Better research, manufacturing, refine, mining, you name it, it should just be better and more lucrative.

Not every rebalance has to be a heavy-handed nerf to hisec. :colbert:

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Thredd Necro
Doomheim
#75 - 2011-11-01 20:51:19 UTC  |  Edited by: Thredd Necro
Addendum:

It shouldn't be too hard to get them to pass through lower-sec areas more often but t's unlikely you will get them to MOVE to low/null-sec in any large numbers because they don't want to live those lifestyles and I don't think there is any way to incentivize high-sec players to move there that will not break the spirit and flavor of CCPs intent regarding those areas.

Why are so many people trying so hard to get high-sec people to play a style of game they clearly aren't rushing out to play especially when the foundation setup of the eve universe, those pesky star nations with their governments and military forces and police forces, specifically supports and encourages carebear play?

What is wrong with wanting to build corps based in empire that operate in low/null-sec and then run back to high-sec?

That's the smart thing to do, yes? US sends troops out, troops come back home (eventually). The US isn't going to move to the middle east.

It's SUPPOSED to not be such a great place to live PRECISELY because people want free reign to run around and beat on other people nearly at will. There WILL be less law enforcement, more crime and fewer resources to go around--that's the whole point!

Most humans DO NOT LIKE living like that and so they will AVOID exposing themselves to it, in-game or out.

CCP can have a free for all pvp game with less structure and more pvp if they want...and, I suspect, fewer subscriptions...just have a high-tech alien race take out the jovians and bomb the eve universe into submission and reboot it.

OR they can draw in a larger more consistent customer base that wants to play their game because the game offers so many opportunities and choices than just "Null-sec for everyone!!!...We enjoy making you sad and we want to do it as often as possible, HAHAHA!!!Roll." If they really CAN choose to be Donald (carebear) Trump or Warren (carebear) Buffet rather than Muammar (former dictator) Ghadafi some of them may well choose to become "the Dread Pirate Buylow Sellhigh" down the road.

The low/null sec people who are trying to get more players out of high-sec into low/null-sec need stop talking about what THEY want and concentrate SOLELY on what the people they are trying to entice to lower sec areas want.

You want their business? Market to them, not yourselves. That's how it's done.

It all still comes down to IF people want to move into lower sec areas and live lower sec lifestyles or not.

If they don't, they don't. Move on. It's their ISK to spend

He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which. - Douglas Adams

David Grogan
University of Caille
Gallente Federation
#76 - 2011-11-01 21:43:53 UTC  |  Edited by: David Grogan
Low sec will always suffer from low population because its too easy to get killed.

the tank vs dps balance is way too in favour of dps.... fights are over before they even get started alot of the time.

most good skilled pvp pilots can one shot any industrial or mining barge and frigs are vaporised by the smartbombing bs that sits on most low sec gates This is not fun for anyone really. It should take longer to kill your victim and strategy to win the fight should be a major factor in deciding the outcome and not simply lock scram and alpha which is how the current form of pvp seems to be.

things i see that ruin the length of a good fight.

pvp in eve online is like a quick shag down an alleyway.

pvp in eve online should be more like a full on porn movie..... both sides enjoy a good bit of foreplay first.... playing with fiddly bits for a while to get ye all hot n bothered then follows the penetration culminating in the money shot.

i just wish the fight would actually last longer (lol many women would say that about the sex Blink)

in solo engagements most victims die within two to three volleys. thats too quick....

the money making opportunities in low sec stink tbh.

roids are just as crap as high sec, missions are pretty much the same has high sec except you have no concord to keep ganker's at bay. this isk payout is the same.

DED sites in low sec are not that great either.

to entice more people into low sec why not quadruple the bounties paid out on npc kills for missioners in low sec
doing an l4 in low sec would then pay 4x as much as the same l4 in high sec would.

Add abc ores to low sec albeit in smaller quantities
Add hiden ice belts in low sec that have any type of ice in it.

reduce the taxes on trading in low sec and allow anyone install jump clones in any low sec system but charge a higher isk cost. (high sec is 250,000isk but needs a standing of 8.0 with that corp) low sec should only require a standing of 4.0 with the corp but also charge 1mil isk for the clone)

Increase the yields when refining ores in low sec by 25% meaning you get 25% more trit if u refine veld in low sec compatred to high sec.

Increase the rate of 6/10/7/10 & 8/10 ded plexes spawning in low sec. And for the love of god fix the faction pos / pos mod bpc drop rate. make low sec the only source of the faction pos bpcs/

open up 0.4 sec systems for moon mining/reaction towers and capital ship production arrays.

Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless you are from china, Buy locally produced goods and help create more jobs.

Thredd Necro
Doomheim
#77 - 2011-11-01 23:49:18 UTC
A lot of folks are saying "Highsec needs less reward for the low risk it carries."

Why? What is the in-game effect people object to?

High-sec is all about as much low-risk high reward as is possible and it is designed that way and no amount of constant denial and repeating of "high-sec should be have a worse risk/reward ratio and be less profitable" will make that any less true.

That doesn't mean changes won't help but there are reasons why Wall Street USA is Wall Street and one of them is definitely WHERE Wall Street is. It's in high-sec and it is run by carebears who usually try for the greatest reward with the least risk and avoid getting into wars unless they can make a profit.

Put together some numbers comparing high-sec and null-sec and show justification for wanting to close a risk/reward ratio and profitability gap that should already be fairly significant given the two environments.

Heck you have more piracy, drugs and human slavery than high-sec...at least you should.

People keep talking about higher payoffs for missions in low/null-sec...who exactly is going to pay for that?...Lol

I know the deep pockets of high-sec companies can pay for theirs and I am NOT saying payoffs should NOT be increased for missions. What I AM asking is, "What is the logical basis for asking someone to pay you more money which decreases THEIR profit margins without a coherent idea of what extra value you bring to justify the increase in pay?"

Again, all those resources automagically renew and you can do missions forever...and again you DID choose to live there.

Choosing to live above your means is NOT a good reason to pay you more...Blink

He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which. - Douglas Adams

Lord Zim
Gallente Federation
#78 - 2011-11-02 00:32:15 UTC
Thredd Necro wrote:
A lot of folks are saying "Highsec needs less reward for the low risk it carries."

Why? What is the in-game effect people object to?

For one, the recent addition of a 100m/h isk faucet called incursions.

Thredd Necro wrote:
High-sec is all about as much low-risk high reward as is possible and it is designed that way and no amount of constant denial and repeating of "high-sec should be have a worse risk/reward ratio and be less profitable" will make that any less true.

Why should hisec be lower risk and higher reward than lowsec or nullsec? What sort of incentives should anyone have for leaving?

Thredd Necro wrote:
Put together some numbers comparing high-sec and null-sec and show justification for wanting to close a risk/reward ratio and profitability gap that should already be fairly significant given the two environments.

If I could stand the gibberish language the incursions inflict upon everyone entering an incursioned system, I could be making 100m/hour. Or, if I do what I normally do, i.e. market fuckery, I could earn as much as a supercarrier in a day or a week if I'm lucky. In fact, I just did.

Now, tell me why I should leave that if I'm not in the game for the shooty style of PVP.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Thredd Necro
Doomheim
#79 - 2011-11-02 04:40:32 UTC
And another thing:

Lord Zim wrote:
Thredd Necro wrote:
A lot of folks are saying "Highsec needs less reward for the low risk it carries."

Why? What is the in-game effect people object to?

For one, the recent addition of a 100m/h isk faucet called incursions.


I don't think anyone is locked out of incursions and I think we all get paid the same but maybe I missed something?

I believe it's not the NPCs that are more dangerous, it's the human gankers.

Basically people are asking for ganker welfare.

"I chose to live in a place that by it's very nature will be much more dangerous and much less profitable than other places I could have chosen to live and I want someone else to make up the shortfall for my poor judgement."

Sam Kinnison might have said,

"We wouldn't have to worry about null-sec profit if you would just MOVE WHERE THE ISK IS!!! This is ******* NULL-SEC!!! NOTHING GROWS OUT HERE!!! Nothings GOING to grow out here!!! You don't need FOOD! You need indy ships and luggage so you can MOVE WHERE THE ISK IS!!!"...Lol

On the other hand if the ISK in null-sec is okay then people should quit worrying about the understandably higher profit margins of an area they chose not to live in and move on.

Lord Zim wrote:
Thredd Necro wrote:
High-sec is all about as much low-risk high reward as is possible and it is designed that way and no amount of constant denial and repeating of "high-sec should be have a worse risk/reward ratio and be less profitable" will make that any less true.

Why should hisec be lower risk and higher reward than lowsec or nullsec? What sort of incentives should anyone have for leaving?


Here, read this again, it hasn't changed:

Thredd Necro wrote:
High-sec is all about as much low-risk high reward as is possible and it is designed that way and no amount of constant denial and repeating of "high-sec should be have a worse risk/reward ratio and be less profitable" will make that any less true.

That doesn't mean changes won't help but there are reasons why Wall Street USA is Wall Street and one of them is definitely WHERE Wall Street is. It's in high-sec and it is run by carebears who usually try for the greatest reward with the least risk and avoid getting into wars unless they can make a profit.


What on earth makes people think that overall null-sec would EVER have a LOWER risk/reward ratio than high-sec?

The reason for the EXISTENCE of null-sec is to have an area with a more hardscrabble existence and a MUCH greater risk than one finds in high-sec on the one hand but the possibility of building your very own empire on the other. You aren't entitled to greater return because you assume greater risk. You are entitled to greater risk, that is all No one in their right mind would EVER go to null-sec UNLESS they WANTED to live the lifestyle you chose and are now complaining about!

If null-sec were anything like real life, lots of people would move OUT of null-sec and into low-sec and leave the null-secs alone to get bored punching themselves in the face until the null-secs got bored and moved towards null-sec. Of course that would mean low-sec would be stretched that much further and so the dominoes fall. On the other hand it could give people a chance to create larger task forces in less time that they could use to raid null-sec.

Given the current atmosphere in null-sec do you really think you will entice that many on the fence players into null-sec with anything less than absurdly inflated, game breaking payouts? That is almost certainly exactly what they will want to put up with the ganking.

You are already asking for the same thing yourself. You are basically asking for extra $5/day because you chose to live next door to the bully who steals your lunch money but even though you can move away any time you want to you DON'T!...Shocked

He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which. - Douglas Adams

Jareck Hunter
UPS Trading and Mining
#80 - 2011-11-02 08:29:59 UTC  |  Edited by: Jareck Hunter
Well, i always like to see more player-player interaction in the world of EvE and i like the industrial part of the game, so i have the following ideas, that could also work in Lowsec and 0.0. I will only writhe down the basics of the ideas:

1. Real Estate
Atm every Empire Station has a mixed Slotlayout with a static number of ME-,Pe- and Copy Research Slots and Manufactory Slots.

What if players could buy half of them and change them, based on deployable equipment? Only half of them to prevent the players from abusing the system.

For example you buy a PE-Scince Slot at Jita 4-4 and a "Caldari Frigatte Manufactory Equipment", now you could change this Slot into an Manufactory Slot, that gives build time boni to Caldari frigs.

To maintain them, you have to pay a monthly land tax, maybe they could need materials to run like posfuel and maybe they generate a mission from time to time, that they are brocken and need some PI Mats or so to get repaired. During this time all jops are paused. If the mission fails after 2-4 weeks, the NPCs buy back the Slot, cause of the player violating the contract or something, repairs it and relists them for sale. So you don't have Slots sitting at inactive people.

In Lowsec/0.0 , forbidden manufactory equipment could be used, that gives better boni to production times (no ME improvments, to prevent hat they become mandatory for everybody to be able to compete (like production efficency to 5 nowadays). Something like the "Sansha Cruiser Manufactory Unit", that gives PE Boni to Caldari, Amarr and Sansha cruisers.

In Sov 0.0, the land tax will be given to the owner of the outpost.

To prevent that every slot is sold the first day, i would like to see that only slots in former Incursion constelations are bing sold publicy via auction. This will also have a nice RP in the sense that npc corps leave, cause of missing workers or so.

The same can be done for offices, but maybe as part of future WIS developments.

To prevent that people go crazy over searching the right slots, there should be some new buttons in the production UI like "find fastest slot", "find cheapest slot" and "find next available slot". The last one would be nice anyway.


2.Minions
In short, they are like Shipcrews, but for industrie.

We already have NPC scientists / technicans and others as "tradegoods". Let us use them as our teams, that do our Scince and Industrie jobs.

They will modify production time of items or research time of Me research.

We have the standart type, that can do everything and gives a bonus of maybe 2-5%, then we have race specific teams, that give 5-10% to every job with there race objects and then we could have special teams for specific areas (frigatt construction, hybrid weapons and so on), that give a 10-20% boni.

They will cost monthly wages, if they work or not, so managing them is crucial.

Another idea would be "Superminions", special NPC Teams, that give maybe +20% in two workfields or maybe +30%, but cost more wages and can only be found in space (loot) or maybe traded for LP in the shops.

The other Minions could be bought and sold directly from NPCs, maybe created from basic "Civilian" NPCs at a "POS Recruitment Camp" or maybe later in colonies on planets.



3.Licenses
Atm we have a small item in the LP Stores called "Empire Starbase Charters", that allow us to run a POS in Highsec.
What if your corp could buy a license to online "Complex Reactors" in 0.4 systems or higher, moonharvesters in Highsec maybe or a POS in a 0.9 System. Those will have a monthly cost associated.

Maybe you could buy a license to build an outpost in highsec?



4.Corpstanding
Atm Corpstanding from your Corp towards NPC Corps is calculated as the average of every member of your corp, who has standing towards them.

Practically this means, if you bring a new player to work for a corporation, your corpstanding towards them will drop, until the new player is near the old average value.

I would like to see, that corps behave like players here and get a "static" amount of standing every time a corpmember finishs a mission or so. To prevent that massive corps of 100 or more players gain standings to fast the formula should look like that:
corporate standing gain = basic gain value of this mission/ (corporate member count/2)

With this, the one man Corpcreator with Standing for Empire POS is stil a valid job, but now they have to do something other than a storyline mission and waiting 14 days.

To make the transition less painfull, the actuall average value will become the new "static" value.



5.Corporate Missions
Just big missions for whole corps, fighting and industrial.



6.Viceroys
It's an old idea in EvE, many things have been written down already so i will make it short.

Corporations/Players that can gain a position in a npc empire and manage lowsec or maybe 0.5 to 0.7 Starsystems, with changing basic tax values (market fees, broker tax, pi export/import), giving away licenses, calling npc corps so that they maybe place agents in the system, upgrading the gateguns and so on.

CCP t0rfifrans wrote: "We are simply fixing some things that we broke so that we can move forward. Tbh we've had our head somewhat placed in the lowermost segment of the large intestine and are finally coming out for air."