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The fight between PvPers and carebears really is the carebears' fault.

First post First post
Author
Tyrton
Imbecile MIiss Managment and Disasters
Intergalactic Interstellar Interns
#301 - 2013-05-18 14:50:10 UTC
Rena Emishi wrote:
The fix

Make Hi sec 100% safe from pvp.
Nerf Hi sec mining yeild by 90%
Nerf level 4 mission rewards by 90%
Add massive sale and buying tax in hi sec.
Make Hi sec smaller change all fringe area's of hi sec low sec.

This will turn Hi sec the a tutorial zone. Noobs will be safe and can learn the basics.. Then when they have some sp and know how they will venture into low and null in search of wealth.



A good idea .... but the problem with this will be that those high sp miners will be out in hulks with orca support eating belts and the true new player will have no way to earn the initial income.


I think what should happen is a "gentle forced" training curve that will get each player into a frig with weapon/tanking/fitting skills at the right levels before the ability to get into a barge can be unlocked.

Corey Fumimasa
CFM Salvage
#302 - 2013-05-18 15:59:37 UTC  |  Edited by: Corey Fumimasa
Lady Areola Fappington wrote:

IMHO, the biggest mistake CCP made was creating the hard barriers between 0.5-0.4 and 0.1-0.0.

A more logical answer to CONCORD would be having CONCORD response be a percentage of security status. 1.0=100%, it's the good part of town near the police station. 0.1=10% chance of CONCORD showing up, it's the really bad section of town where nobody stops for stoplights and the police just drive through.

You could even have social skills modifiers. "F* Tha Police!" each level reduces CONCORD response chance by 5%. "Member of the F.O.P" 5% increase chance of CONCORD responding.


Agree with you 100% on the transition between .4 and .5 being too abrupt. There is a lot of room for a more progressive variation of security in Empire space. .5 could be Concord intervention only around stations and gates, but with much larger rats,rocks, and many more indi slots than 1.0 systems. There could even be 1.1+ systems with very limited resources and instant Concord.

I think the problem with implementing this is that highsec is so crowded already. Higher risk in .5 and .6 will push many of those players into .7 and above regardless of the higher rewards in those systems. Systems could get so crowded that the bears have nothing to do because the competition for slots and belts is so high.

Fortunately some % highsec industrialists are actually null alts only there because of the more convenient indi slots and markets. CCP has already begun moving some of that capacity out into low and null. It will interesting to see how the density numbers are affected by that shift.

There's a lot of very interesting possibilities for the .4-.6 systems that may help those players currently trapped in highsec to see, and learn about the game beyond concord. Perma tidi systmes are a neat idea that might help to slow things down enough so that players new to pvp get a chance to see what happens before they wake up in a pod. Or there could be systems that reduce all DPS by 90% but also have no concord, this would also give players a chance to see PvP rather than just wake up from the results of it.
Shao Huang
University of Caille
Gallente Federation
#303 - 2013-05-18 16:29:21 UTC  |  Edited by: Shao Huang
Corey Fumimasa:

I wanted to give M. Morgan some time to respond before responding to your post. He has never asked how these things are for me, but I will endeavor to say something about that. My own sense is that we have arrived at this question of intrinsic and extrinsic by way of asking about other things. The OP (who seems to be long gone) was asserting fixed categories of identity and making an argument based on those, as if they were true. This lead to a conversation about 'griefing' and 'victimization'. My interest was in the models of 'suffering' associated with that and put forth as 'self evident'. My own understanding is that we are now in a conversation deconstructing the nature of suffering. This can be understood in EVE as 'tears'. The nature of EVE creates an environment where this is a recurring theme, or pattern, if you will. EVE is complex, but it is also constrained and so some things like this can be seen more clearly here than they might be elsewhere.

Structures and rules are distinct for me. What are the structures leading to this pattern of 'tears'? Equally, given that EVE is very light on rules, where do all the asserted rules about all this then come from? This eventually leads to a conversation about intrinsic and extrinsic. Underneath all of this is a conversation about the nature of identity and identification. Intrinsic and extrinsic can be meaningfully simplified into 'want' and 'need'. What is implied, is something about the relationship that the origin of meaning or value has to the model of identity. EVE causes this question to surface repeatedly, both individually and collectively. People often arrive at an answer that is functional for them in the context of the game, and then seem to believe that this answer is therefore the answer and seek to apply it universally.

I will say, for myself, nothing about EVE is extrinsic in any way. That is, there is nothing necessary about it. In fact, from my point it is an incredible luxury. The specific process by which EVE functions as a game is for players to take wants and treat them as needs. The great thing about the game is that it really facilitates this process, as you have pointed out. It seems to be the case that some players are somehow not aware that they have volitionally entered into an active process of taking things that are something they want and relating to them as if they were something they need. Amazingly, they seem to have forgotten that they are playing a game. In this case, many of M. Morgan's arguments are true.

Intrinsic can also mean something that has value in and of itself, such as an aesthetic, for instance. I feel that I have noticed many 'aesthetic' play styles in EVE. I believe that EVE is uniquely suited to this. This is related to your post asking the question about 'art or product'. One of the areas of 'conflict' in EVE is when an 'aesthetic' play style, by nature intrinsic, comes into contact with what we might call a 'transactional' play style, which is typically extrinsic by nature.

What people call 'griefing' can then be understood as a play style in which people who are consciously engaged in the emulation of extrinsic value are interacting with people who are unconsciously taking the extrinsic value as given and often fixed. This often also seems to be associated with an assertion of fixed identity, usually also asserted to be self evident in nature. This gives rise to the experience of 'victimization' in the context of EVE. All of this specifically arises from an active attachment to something that is a 'want' being treated as something that is 'necessary', while actively pretending that all of this is passively occurring. There is really very little that prevents or constrains agency in the context of EVE. Lack of agency is therefore produced. There are some exceptions and degrees to all of this, but generally speaking this is the case, it seems to me.

Does this mean the suffering is not real? It is produced, in the context of EVE, by a very active process in which the player has engaged. This includes degrees of suspension of disbelief. When all that is done, the suffering is very real. The player has produced a structural coupling even, as you have pointed out, including there own biophysical reality. Equally, the nervousness, 'rush', jubilation are real in this way. What seems to be consistently deleted is that the player has really actively engaged in a great deal of process in order to experience and perpetuate this sense of reality transported into their own self system and experienced as sweaty palms, racing heart, tears, rage, etc. This is equally true of the strategies to avoid all these things. Without clarity about an engagement in all this, it can seem as if some assertion is being made that the suffering is not real. It is real. It is just unnecessary in the context of EVE, produced as it is by a series of volitional acts from the player. When the player forgets their engagement in these volitional acts the conditions for experiencing 'victimization' are present. Remembering one's own choices is an emancipatory act.

Laying all this out, one way or another, can be particularly un-fun since it can shatter the illusion required for the 'reality' of the game to function. It can sound as if one is saying 'it's just a game'. There is no 'just' involved. It is equally true, however, that remembering one's generation of, and ongoing participation in that illusion is an emancipatory act. That is, in the condition of the actual suffering, really seeing something about this alleviates the suffering itself and even removes the conditions for suffering altogether. One's entire game can shift in such a moment... or not. One of the things that is interesting to see, for me, is that this can have a cyclic nature... A kind of cyclic remembering and forgetting.

Private sig. Do not read.

Murk Paradox
Ministry of War
Amarr Empire
#304 - 2013-05-18 16:40:16 UTC
Tyrton wrote:
Rena Emishi wrote:
The fix

Make Hi sec 100% safe from pvp.
Nerf Hi sec mining yeild by 90%
Nerf level 4 mission rewards by 90%
Add massive sale and buying tax in hi sec.
Make Hi sec smaller change all fringe area's of hi sec low sec.

This will turn Hi sec the a tutorial zone. Noobs will be safe and can learn the basics.. Then when they have some sp and know how they will venture into low and null in search of wealth.



A good idea .... but the problem with this will be that those high sp miners will be out in hulks with orca support eating belts and the true new player will have no way to earn the initial income.


I think what should happen is a "gentle forced" training curve that will get each player into a frig with weapon/tanking/fitting skills at the right levels before the ability to get into a barge can be unlocked.




I would at this point suggest basic probing skills and find a site to mine from =)

That's as gentle as a learning curve you will find in Eve. OORrrr.... find a buddy who runs missions and ask to warp in after he is done to clear out the rocks.

No competition is the result =)

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Murk Paradox
Ministry of War
Amarr Empire
#305 - 2013-05-18 16:47:59 UTC
Shao Huang wrote:
Corey Fumimasa:
Most recent post



Out of curiosity, apart from questions and answers to get an idea, there is no reason to expand on such a level unless it will contribute to this thread as opposed to hijacking it, so why do it?

When you get into the philosophical aspects of WHY someone would do something (without asking them) you are only going to be assuming at that point, which would have 0 value to this thread, intrinsic, extrinsic, or otherwise.

Perhaps your conversation would be better suited to an evemail or ingame conversation?

This game is about pvp, through and through. Except for mission agents, and limited few npc buy orders, everything is interacted with another player.

The problem is that it seems the OP equates "pvp" with "combat", whereas combat is NOT forced or needed.. it is in fact what the game is BASED on. PVP, however, is required at some point, regardless of how much involvement you contribute in-game.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Shao Huang
University of Caille
Gallente Federation
#306 - 2013-05-18 17:25:46 UTC
Murk Paradox wrote:
Shao Huang wrote:
Corey Fumimasa:
Most recent post



Out of curiosity, apart from questions and answers to get an idea, there is no reason to expand on such a level unless it will contribute to this thread as opposed to hijacking it, so why do it?


The OP is apparently long gone and this post is an extension of a conversation that was taking place from the beginning of the thread prior to the recent discussion of functional means. Depending on your notion of hijack, in the absence of the OP we are all doing that, or the conversation of functional means has hijacked the previous conversation. I don't think either has occurred. I could be wrong.

I go into detail in two different ways. I will now go into some detail about that, since you asked. One is to really try and understand the nature of some model being asserted as if simply universally true, such as 'the entire game is PvP'. I am not typically arguing about whether it is true, merely asking in some detail about how it is true for the person asserting it. For instance, if the entire game is PvP, how does any conflict about that ever arise? As I have said, it is probably a character flaw, but the set of assumptions required to make such a statement do not seem to me as simple as such statements might imply.

Secondly, as in the case of the last post, I am attempting to make something about my own model evident, in the context of a question or interaction. From my point of view not doing this just results in an associative exchange of prefigured opinions, which for the most part I find predictable and not very useful, though it can sometimes be fun. Admittedly, I am not a very good writer, but fortunately I am possessed of so many other major character flaws this occurs as a minor concern for me.

If I had responded to the OP in mail, I would never have had the interaction with M. Morgan, Corey F. or indeed this very good question from you. The post will be of interest for some people and not for others. I trust people to manage themselves about whether it contributes or not and act accordingly. I know that CCP will manage their sense of this. In short I enjoy it and sometimes other people seem to as well. I could ask at this point how you tell if something contributes or not, but it would likely go down a path leading to something you have just said does not contribute and 'hijacks' the thread. I have not started any threads recently, but if I am laying out some sort of model starting a thread I have adopted the practice of placing that in the EVE documents site with a link.

Private sig. Do not read.

Murk Paradox
Ministry of War
Amarr Empire
#307 - 2013-05-18 18:43:01 UTC  |  Edited by: Murk Paradox
Shao Huang wrote:
Murk Paradox wrote:
Shao Huang wrote:
Corey Fumimasa:
Most recent post



Out of curiosity, apart from questions and answers to get an idea, there is no reason to expand on such a level unless it will contribute to this thread as opposed to hijacking it, so why do it?


The OP is apparently long gone and this post is an extension of a conversation that was taking place from the beginning of the thread prior to the recent discussion of functional means. Depending on your notion of hijack, in the absence of the OP we are all doing that, or the conversation of functional means has hijacked the previous conversation. I don't think either has occurred. I could be wrong.

I go into detail in two different ways. I will now go into some detail about that, since you asked. One is to really try and understand the nature of some model being asserted as if simply universally true, such as 'the entire game is PvP'. I am not typically arguing about whether it is true, merely asking in some detail about how it is true for the person asserting it. For instance, if the entire game is PvP, how does any conflict about that ever arise? As I have said, it is probably a character flaw, but the set of assumptions required to make such a statement do not seem to me as simple as such statements might imply.

Secondly, as in the case of the last post, I am attempting to make something about my own model evident, in the context of a question or interaction. From my point of view not doing this just results in an associative exchange of prefigured opinions, which for the most part I find predictable and not very useful, though it can sometimes be fun. Admittedly, I am not a very good writer, but fortunately I am possessed of so many other major character flaws this occurs as a minor concern for me.

If I had responded to the OP in mail, I would never have had the interaction with M. Morgan, Corey F. or indeed this very good question from you. The post will be of interest for some people and not for others. I trust people to manage themselves about whether it contributes or not and act accordingly. I know that CCP will manage their sense of this. In short I enjoy it and sometimes other people seem to as well. I could ask at this point how you tell if something contributes or not, but it would likely go down a path leading to something you have just said does not contribute and 'hijacks' the thread. I have not started any threads recently, but if I am laying out some sort of model starting a thread I have adopted the practice of placing that in the EVE documents site with a link.




"We"?

I so far, have stayed on point to any and all replies he has made, and have replied to other contributors of this thread who have also stayed on point.

The Reason for this point to be originally from your's truly, is that we have quite a few threads such as this, and whereas people say "not this again", it is because those previous threads get locked from lack of staying on topic, or stops being "constructive".

So instead of having this thread be another "one of those", I am hopelessly trying to keep on point.

You can still have such a conversation with any of the posters here, while also engaging in OTHER conversations mentioned previuously by myself, without degenerating the topic of this thread through that same "hijack".

In short, you do not need to change subjects in order to share a conversation with someone other than the Original Poster, while also still contributing to the thread and maybe even gaining more people of which to share future conversations with.

Point in fact, I mentioned the fact that "pvp" means player versus player" and does not equal combat, but does include it. Where you did say "One is to really try and understand the nature of some model being asserted as if simply universally true, such as 'the entire game is PvP'." is based on INTERACTION, whether it be a barter of goods (contract, market), competition over an asteroid, or yes, even combat.

While combat is the whole point of Eve, it is still possible to do extracurricular activities, and any/all of those activities would be considered pvp unless you were to simply mine the rocks, and only build from blueprints you found off wrecks and never buying anything from a player or marketed transaction.

It would be possible, but that attempt of NOT engaging in pvp would be far more difficult than simply saying you "avoid combat".

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Corey Fumimasa
CFM Salvage
#308 - 2013-05-18 19:02:02 UTC  |  Edited by: Corey Fumimasa
fair enough Murk, I'll put this on my thread about "Eve as art" Fits right in there anyway =-)

https://forums.eveonline.com/default.aspx?g=posts&m=3048876#post3048876

Shau, feel free to respond here or there, I will check them both.
Alua Oresson
Aegis Ascending
Solyaris Chtonium
#309 - 2013-05-18 19:37:29 UTC
Destiny Corrupted wrote:
We don't really need to remove CONCORD as much as we need to make it a supplementary force to help with player policing.

CONCORD at best should be a quick-response unit that tackles the perp and drops a beacon for players to warp to, while itself having NPC stats and therefore vulnerable to players. At worst, it should be a timed kill trigger the way it is now (or just do lots of dps), but at least either give players a chance to escape, or have a slower response time to make players responsible for tackling perps.


This is how it was before. What resulted is that people set up gate camps around Jita and other trade hubs with remote reps. I doubt that is what you really want to happen.

Personally, I'm happy with the way high sec is right now. I believe Null sec needs a bit of a buff with either some more nerfs to high sec manufacturing or buffs to null sec manufacturing.

http://pvpwannabe.blogspot.com/

Shao Huang
University of Caille
Gallente Federation
#310 - 2013-05-18 19:50:58 UTC
Your intent is laudible and i apologize if I seem somehow a hinderance in that regard. It depends greatly upon what you think this thread is about. I have summarized that twice and then offered my own model. The first of those summaries gives a good idea what I feel the OP was about.

Perhaps you could take a shot at summarizing as a way of allowing people to enter midway and keeping a meaningful context present?

About PvP several things seem to have been said (and yes it's recurring and is not likely to go away):
1- it's all PvP. Various definitions are offered. Yours is that any player interaction constitutes PvP.
2- there is a duality, variously PvE-PvP, Carebear-PvP, Griefer-Victim, etc.
3- the duality is artificial
4- the claim that it is all one way is artificial
5- I have new shoes

Arguments are offered and consequences of various models asserted.

In the presence of such models, I hold no aspiration to change someone's view or prove that I am right in some way. In most cases I do not even think this is possible. (I can say why if you are interested.) I do want to really understand how that view might be generated and I am willing to share how that might be for me. In a considerable show of wisdom people here rarely ask this of me. I however ask it of a lot of people, particularly when they seem to be saying something (repeatedly) that seems self evident to them. I often attempt to recreate the repeated assertion in some way that the conversation might be able to progress beyond the 'uh huh' 'nuh huh' ad hominem, authority, random troll level of things. Admitedly I am usually insufficient to the task. In the rare case I might partially succeed in this endeavor, the thread might seem to take a new direction if we don't keep track of the way in which that happened. I like to keep track.


Private sig. Do not read.

Corey Fumimasa
CFM Salvage
#311 - 2013-05-18 20:25:00 UTC
Forums and online bulletin boards are a wonderful ecosystem all on there own. Each one has a different flow and pace and temperament, much like different places on the Earth. One of the earliest ones I was involved in was a professional forum where the flame wars got so bad the host shut the whole forum down for fear of liability!

This thread is about carebears who will not engage in "flying in space PvP" no matter what.
And PvPers saying "Well what if X?"
The bear responds "No way, because x- x(47) is far less than Z"
Towhich the PvPer responds "Well what if Y!!!? Ha what will you do if Y? tell me that"
the bear responds "No way etc ad nauseum."

Generally speaking most people here are not looking for an answer; the bears deny they will engage in pvp partly as a defense mechanism. As long as the potential doesn't exist then people have no reason to attack them.

And so these threads never get to the real reasons why. And any line of thinking that actually approaches that truth will be interfered, misdirected, rerouted etc. by bears who's primary defense mechanism is to deny that they will ever engage in PvP. And by "PvPers" who are actually not interested in the bears really fighting back anyway.

They usually end with the PvPers proposing various "solutions" to the highsec problem and calling it good.
Captain Tardbar
Deep Core Mining Inc.
Caldari State
#312 - 2013-05-18 20:43:54 UTC
Murk Paradox wrote:
This game is about pvp, through and through. Except for mission agents, and limited few npc buy orders, everything is interacted with another player.


One in theory could mine and build their own ships and ammo and then earn all their isk from mission running all without ever interacting with another human.

Though rare, I've heard of few people that wanted to be self sufficient without player interaction.

I don't see it as a great way to play though.

Looking to talk on VOIP with other EVE players? Are you new and need help with EVE (welfare) or looking for advice? Looking for adversarial debate with angry people?

Captain Tardbar's Voice Discord Server

Fernando MRuiz
Center for Advanced Studies
Gallente Federation
#313 - 2013-05-18 21:22:13 UTC
Murk Paradox wrote:
LOL well, for gamers that predate the WoW era we have always known that pvp was versus players, and pve was versus environment (mobs, npcs etc). So when people erroneously say pvp is combat... in a game like eve... it's irritating =)

People like to think pve is versus Everyone, which is a misnomer. It's "environment".

That's the difference between mmorpg and mmo open world sandbox games. That's why we say things like "industrialist" and "combat".

o/


Okay, lemme get a coffin for that one, too...

"One must, in one's life, make a choice between boredom and suffering." - Mme. Germaine de Staƫl

Souxie Alduin
Anarchy in the Eve
#314 - 2013-05-18 21:50:41 UTC
Ye gods man! Grow some balls. If you can't handle losing even a single ship you probably shouldn't be playing a "non-consensual pvp" focused sandbox mmo. Do you complain on Activision's forums when someone shoots you in CoD too?
Miss Altiana
Federal Navy Academy
Gallente Federation
#315 - 2013-05-18 23:26:05 UTC
Corey Fumimasa wrote:
Forums and online bulletin boards are a wonderful ecosystem all on there own. Each one has a different flow and pace and temperament, much like different places on the Earth. One of the earliest ones I was involved in was a professional forum where the flame wars got so bad the host shut the whole forum down for fear of liability!

This thread is about carebears who will not engage in "flying in space PvP" no matter what.
And PvPers saying "Well what if X?"
The bear responds "No way, because x- x(47) is far less than Z"
Towhich the PvPer responds "Well what if Y!!!? Ha what will you do if Y? tell me that"
the bear responds "No way etc ad nauseum."

Generally speaking most people here are not looking for an answer; the bears deny they will engage in pvp partly as a defense mechanism. As long as the potential doesn't exist then people have no reason to attack them.

And so these threads never get to the real reasons why. And any line of thinking that actually approaches that truth will be interfered, misdirected, rerouted etc. by bears who's primary defense mechanism is to deny that they will ever engage in PvP. And by "PvPers" who are actually not interested in the bears really fighting back anyway.

They usually end with the PvPers proposing various "solutions" to the highsec problem and calling it good.


Personally i dont think high sec, is broken, Eve do advertice miner, industrialist as viable careers, and by such i dont mean any of mentioned using combat ships, ewen if that is a option also, as long as Eve have those careers its a viable path, and high sec, needs to be high security, your safer, just not imune

So instead of looking towards trying to fix high sec, i personally think low and null should be looked to, do the lone wolfs go to high sec couse they cant find >enough< solo combat in low or null ?, is the gains there to small ?, why is those areas deserted, or its hard to find the combats your looking for ?

I see it alittle like alot of types, and all types need their "room" ,you go into highsecurity it have its set rules, wich cater for a certain type of players, you go to low and null, there will be other rules wich other are more interested in, and you cant really stray from that, or you take away the very foundation alot of players yoined Eve for

And as a final note, dosent matter how much you try to change or "force" certain people, they wont do it, its not about being wrong, yes they are wrong in YOUR eyes, but not in theirs, you are as much wrong in their eyes, as you are right in yours. so high sec works it caters a certain playstyle, the question is how do we make PvP better for those that enjoy that, without destroying the base other people enjoy. thats really the quastion that should be asked !

Couse the complexity of this is that if you took away the carebears, Eve would loose about 30%, if not more of its player base, and that would hurt Eve as a company wich would hurt us all ;P actions and consequence
Lexar Mundi
Imperial Shipment
Amarr Empire
#316 - 2013-05-19 00:34:38 UTC
Dheeradj Nurgle wrote:
LHA Tarawa wrote:

War Dec: Industry corp gets war decced. PvPers say, come out and fight. What actually happens? No one logs in, or if they do log in, they do not undock. The players drop to NPC corps, or spin up a temp corp and switch to that. Very, very few ships actually go boom becuase of high sec war dec vs. industry corp.



Wait, Highsec griefing is considered PvP now? Did I miss that memo?

That is like saying Marmite Collective, or Whores In Space are PvPers instead of Griefers out for easy no-effort kills.
that sounds like Test... oh wait you are in Test. So that's why you didn't mention their "griefers out for easy no-effort kills" mentality along with the others lol
Lexar Mundi
Imperial Shipment
Amarr Empire
#317 - 2013-05-19 00:47:39 UTC
LHA Tarawa wrote:
If carebears were willing to lose a 200 million ISK ship, every time they mine 1 billion ISK in ore or grind up a billion ISK in mission rewards, I think the PvPers would not be so angry with them.

The simple truth is, I am not willing to accept even that level of loss. I would rather lose 1 billion ISK in opportunity cost of not undocking rather than lose even a 50 million ISK ship. I can grind up a billion ISK a week, and if I lose a ship every 3 months, it is too much for me. Way, way too much.

I've lost 0 ships in the last 9 months.... yeah, that's just about the right amount of loss.



And, the other carebears I've played the game with (100s), are pretty much in agreement that absolutely 0 loss is pretty much the correct amount.


I get it why the PvPers are so frustrated by us. I really do.

Problem is, it is my experience, that this is NOT going to go away. ANY attempt to try to get us to accept a higher than "virtually 0" loss is simply going to result in us quitting the game. AND, based on my experience with high sec and null, and the % of players in each of these areas of space, and the play styles in each area, the carebears are a HUGE chunk of teh revenue stream.


War Dec: Industry corp gets war decced. PvPers say, come out and fight. What actually happens? No one logs in, or if they do log in, they do not undock. The players drop to NPC corps, or spin up a temp corp and switch to that. Very, very few ships actually go boom becuase of high sec war dec vs. industry corp.

Low: No one mines, and odds are, that ratter is really bait.

Null cloaky camper: Dito the above industrial corp war dec. No one undocks.

Null roaming gang in the area, upto 3 jumps out? Everyone safe's up, and stays safed up for as long as it takes for the roaming gang to leave.



The simple reality is, the carebears/nullbears are NEVER going to accept even a 10-20% loss in ships as percent of value they mine. It is fundamentally against our nature to play a game where we are easy targets for PvPers.
I don't get the underlined part.

Why do you think you are an easy target for PvPers? I have 3 miners yet i have over 1,000 kills and around 40 losses with a 98% isk efficiency . Why is it PvE players think they are sitting ducks when all they have to do is grow some teeth to bite back. Learn tactics, learn what it takes to PvP. Why not? Miners sit afk looking at a screen while their cargo fills up. Look up PvP fits while your mining. Mission runners can fall asleep while running missions and not die. Look up fits and tactics. There is no excuse in this game to not know how to fit or what to do other than laziness. Laziness is the PvEers way. That my friend is why most PvPers don't like PvEers. Just like how a true PvPer looks down on people who sit on gates in nul sec for 9 hours a day waiting for the random rookie ship scout to come by. It has nothing to do with ISK.
Mayhaw Morgan
State War Academy
Caldari State
#318 - 2013-05-19 00:52:09 UTC
Shao Huang wrote:
I do not share this intent {to argue}in any way.


Language's only purpose for being is to argue. Every word you use has connotations that you validate by using the word as it is pre-defined. You may wish to be "outside of" or "above it all", but language, as a tool, only has that as its purpose. You have stated how you view this "game" and us with statements like "For me victimization hinges on whether or not I understand myself as a willing participant in the action.". So, this is an argument, that we must choose to be victims, that we must place ourselves in a paradigm where such victimization is possible.

My response to that ARGUMENT is that whether we place ourselves in that paradigm willfully or not, it is not our actions, but the actions of the other party that terminally result in such victimization, and that such actions by ourselves and the other party must have more complex motivations than simply trying to "win" the game, because participation in ANY game has to have a cause that is (in some sense) outside the boundaries of said game. We don't play games for the sake of "winning" games. We play games because they are "fun" or because they are "challenging" or maybe just because we are "supposed to" or maybe because that is where we feel safe enough to "fail" or to "be the villain". Our choice of game and choice of strategies, tactics, teammates, etc. are the result of the interaction between the game and those things which are external to the game, especially the player. So, the choice of whether or not we place ourself in a paradigm that might allow us to be "victimized" or to "victimize" others in this game is not just a comment on the game or our ability to play said game. It is a comment on who we are.

I think you are only partly correct in viewing it as a choice, and I think you are trivializing the experiences that take place in this or any game by arguing that point, because the "choice" is not singular nor is it momentary. Some people prepare their whole lives to play a game. Some people's lives depend on playing games. Some people view their life AS a game.

You and I might view two squirrels fighting over an acorn as trivial, but to the squirrels, the contest may have very "real" meaning and consequences. Similarly, a "PVPer" might view a "carebear"s lust for space gold or space bling as silly, but to intercede would be the same as if we had decided, arbitrarily, to give the acorn to one squirrel and deny the other. It would exactly be what we call "playing God".

(Sorry if I don't respond to everything or everyone or quickly. I'm having to think hard about these responses.)
Lin Suizei
#319 - 2013-05-19 02:09:34 UTC
Miss Altiana wrote:
so high sec works it caters a certain playstyle, the question is how do we make PvP better for those that enjoy that, without destroying the base other people enjoy. thats really the quastion that should be asked !


Running an ice mining/L4 mission bot is not a "playstyle".

Lol I can't delete my forum sig.

Shao Huang
University of Caille
Gallente Federation
#320 - 2013-05-19 03:22:04 UTC
Mayhaw Morgan wrote:
Shao Huang wrote:
I do not share this intent {to argue}in any way.

Language's only purpose for being is to argue. Every word you use has connotations that you validate by using the word as it is pre-defined. You may wish to be "outside of" or "above it all", but language, as a tool, only has that as its purpose.


Hi. I am glad you responded. This post from you seems to introduce some of the real complexities I think are in the question. The framing of choice is particularly useful it seems to me. You are raising the question of whether or not existential choice is possible and suggesting that only conditional choices might be, as I understand it. I regard these as decisions rather than choices. I feel that exisitential choice is possible, but does not look like we think it will. I also feel that part of the emulation offered in EVE is to create a contextualized version of existential choice, but it is emulation. You also seem to frequently suggest and prioritize a model of proximal cause, that is cause immediately associated with the event experienced as victimization, in part because you are suggesting a complex structure to the choices that get us there, it seems to me.

I can't say about the squirrels and meaning... What I think we have been asking about, is regardless of how one person might view another's value assignation, how does the person themselves view it and how did they get their? Do they experience it as intrinsic or extrinsic? How did that happen? What difference does it make if any, if they are or become aware of that? Mostly I am not asking or speculating about motivation. I am asking about identity and how it might play a role in this value determination. I think you have implied something about this as well, though you take it as given it seems. EVE opens into this question over and over again by presenting the entry question, 'what should I do'?

I will give you chance to catch up with the thread as I think there is a subsequent posts you may not have encountered yet.

The definition of language that you offer is consistent with language as rhetoric. I feel there are other viable understandings of language, but they do not exclude the one you have offered. The difficulty that sometimes arises is with this model is that in the absence of conflict, or an immediate problem to be solved we lose the ability to communicate. You can see the implications of that.

Private sig. Do not read.