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The Office of the Chairman: A ~chill place~ for constituent issues

First post
Author
Steelshine
Caldari Provisions
Caldari State
#81 - 2011-11-06 08:09:53 UTC
Che Biko wrote:

IIRC the CSM now serves in one year terms. What if 3 months after the election, something happens and a certain group of players becomes motivated and organized, but alas, the election is 9 months away. What do you think the CSM should do in this situation?


Probably the same thing other motivated people who missed out on an election do.

Get prepared while waiting for the next one.
Nubs McIbis
State War Academy
Caldari State
#82 - 2011-11-06 08:13:37 UTC
The Mittani,

As Chairman of the CSM and King of Space, you must get many letters from irate pubbie constituents. Can you please publish a blog of the most entertaining complaints you have received? I am particularly interested in reading letters written in-character by Very Serious Roleplayers. Also any letters threatening legal action.

Sincerely,
Nubs McIbis, Concerned Voter
Poetic Stanziel
The Scope
Gallente Federation
#83 - 2011-11-06 08:39:51 UTC  |  Edited by: Poetic Stanziel
Nubs McIbis wrote:
The Mittani,

As Chairman of the CSM King of Space, you must get many letters from irate pubbie constituents. Can you please publish a blog of the most entertaining complaints you have received? I am particularly interested in reading letters written in-character by Very Serious Roleplayers. Also any letters threatening legal action.

Sincerely,
Nubs McIbis, Concerned Voter

I wrote the following today, while passing through VFK-IV [Deklein], if that helps:

Quote:
Poetic Stanziel > Please call upon your leader, The Mittani. I wish to meet him to discuss the return of the 24500 ISK he scammed from me.
Radhamanthes > please hold on sir ...
Garnoo > ill contact him for 50mln
Poetic Stanziel > He promised to sell me exotic dancers, but when they arrived at my station they were fatties from Jenny Craig. I was outraged!
Garnoo > because we all used them earlier....
VinnD > lol
Poetic Stanziel > I thought the Goons ran an honest escort business. I will notify my local Chamber of Commerce about this!
Amber Green Thorn
Federal Navy Academy
Gallente Federation
#84 - 2011-11-06 10:14:42 UTC  |  Edited by: Amber Green Thorn
Any politician when asked 'will you stand for re-election', no matter what their intentions, will always be advised by his or her sleezie advisors to say yes!!- lest the politician seems lacking in staying power or committment.

Mittani -You are very good at this sh*t and have done well for us all in the last year. Thank you. Not read anywhere that you intend to stand down, however I may be mistaken. The question many will be asking is this: Will you say now that you intend to stand again for the CSM?

also BTW - Are you gaye?? Or do you just like the look?
Kaver Linkovir
Hoplite Brigade
Ushra'Khan
#85 - 2011-11-06 21:51:32 UTC
The Mittani wrote:
Destructible outposts are a major priority of mine for any adjustments to the sov system. I think they should become repairable wrecks, with a wrecked outpost costing between half and 75% of a full egg to restore to functionality. Players should still be able to undock from a wrecked outpost, but not be able to redock.

I'd like to uproot Goonswarm and burn entire regions to ashes, leaving nothing but misery and chaos in our wake. Right now an alliance must abandon war after a while because it can only conquer, not raze. Alliances should be able to raze a region (perhaps not the 'original three' stations in a region, just its outposts).


Would such a mechanism not impede and disadvantage smaller entities? I can see such a mechanism work for large powerblocks but only for large powerblocks. It seems like something that would be and inconvenience for large entities while being disastrous for smaller entities.

Kaver Linkovir wrote:
Permanent “things”
I think that EVE would have better player retention if players in any size entity could build something their own and permanent for as long as they / their corp are active. This would of course have to be something you can disturb and camp but not necessarily destroy (unless left unattended for six months, then it may burn :), pillage and plunder with functionality that reflects that. Would you consider such a player / corp owned and operated deadspace hangout? Do you think it would help 0.0, wormholes and lowsec if people could leave a mark there all their own?


The Mittani wrote:
I generally prefer the guideline that anything in EVE that is built by players should be destroyed by players. So I'm not a fan of this.

How about if it were wreckable / repairable as you would like to see outposts? Or conquerable and / or fully destructible? And beyond not being a fan, do you think it might help player retention?

Kaver Linkovir wrote:

Player retention through social engineering
As an addition to this, some players are lost to EVE if they are not stimulated to become and remain part of a sizeable entity so as to be privy to the social interaction this brings. As part of that the following questions:
Does ccp keep track of the size of active membership in corporations?
Does ccp keep track of the active membership size of corporations the moment an active account goes inactive?
If ccp has these numbers, would it be possible for you to get to see them?
Would you consider granting perks in functionality to corps that have a certain number of active members so as to stimulate players to always strive for a corp that has the best player retaining active member-base numbers? So, social engineering to keep players happy by applying honey in places that have shown to keep players happy?


The Mittani wrote:
What CCP tracks/does not track isn't my place to answer and is probably covered by the NDA. I don't think the idea of perks for membership size of a corp is a good idea, as it would benefit Dreddit and Goonwaffe for no real reason.


To clarify, the perks would be tied to active membership and reach maximum perkyness around the active memberbase number that works best for player retention (hence the question on statistics and wether CSM have acess to them). I would expect that to be around 50 to 100 active members. So while huge entities such as Dreddit and Goonwaffe would have maximum perkyness (defying gravity and failcascading and all) they would have reached maximum perkyness long before becomming huge.
Zagdul
Federal Navy Academy
Gallente Federation
#86 - 2011-11-06 22:40:48 UTC
Kaver Linkovir wrote:
The Mittani wrote:
Destructible outposts are a major priority of mine for any adjustments to the sov system. I think they should become repairable wrecks, with a wrecked outpost costing between half and 75% of a full egg to restore to functionality. Players should still be able to undock from a wrecked outpost, but not be able to redock.

I'd like to uproot Goonswarm and burn entire regions to ashes, leaving nothing but misery and chaos in our wake. Right now an alliance must abandon war after a while because it can only conquer, not raze. Alliances should be able to raze a region (perhaps not the 'original three' stations in a region, just its outposts).


Would such a mechanism not impede and disadvantage smaller entities? I can see such a mechanism work for large powerblocks but only for large powerblocks. It seems like something that would be and inconvenience for large entities while being disastrous for smaller entities.

I wrote this to a reader of this thread who liked my post on the previous page:

"The only way to get a foothold in null these days (which I'm not entirely opposed of) is to align yourself to a powerbloc that has a set of interests you and your friends can relate to.

Null sec alliances are not your friends. However, building bonds with alliances in null can help build relationships that can last years. These relationships create content for members and with current game mechanics, content + members logging on = win.

If you're able to surround yourself with people who share similar interests, you're likely to have more content for you and your friends to enjoy.

Young/New alliances have an open door to nullsec. However, nullsec is comprised of empires, just as high sec is, where aligning yourself allows for the perks. In high sec or low, you can do missions which get you hated by other factions and liked by the ones you work for. Null sec is no different where you need to use actual person to person diplomacy and not just train an in-game skill to succeed.
"

EVE has never been a game where the smaller or weak can get an advantage. It does have the ability for the small and strong to, however the alliances who are small and strong (militarily) are few and far between. With my experience thus far in null sec, I've been aligned with many power blocs. Some I've had fun, others I've absolutely hated. The thing is that I understand is current mechanics prohibit small entities to gain an advantage in sovereign null space and I don't see this changing any time soon without CCP intervention and in a sandbox, you'll lose players as the ability to create empires is important to some while tearing them down is important to others. Not only that, but some entities band together for the sole purpose to stop new power blocs from forming. In all,I don't see this as "bad". The successful blocs aren't opposed to new people coming on board, provided you're capable of not being dead weight and bring something of value to the table.


Dual Pane idea: Click!

CCP Please Implement

The Mittani
State War Academy
Caldari State
#87 - 2011-11-06 23:17:06 UTC
Zagdul wrote:

What are your ideas for making inactive/hiding alliances who hold sov in nullsec lives a bit more difficult so that the "blueball" technique is less used and attacking parties don't have to commit so much in terms of resources for those who don't utilize their space?

Would you like to see more of a dynamic system in null sec where activity and system use is what determines the difficulty to take/remove sov from people?

I.E.: ihubs/stations HP nerfed (hardcore) and sov levels of system usage (military/industry/ a new marketing and jump activity as well as potentially moon mineral per month accumulation etc..now determines strategic level)

Then, Sov increases the resistances of structures. Potentially, the sov V systems also have a reduction in sov bills!!

What would you like to see in null sec going forward so we don't continue to have the "screw grinding sov structures" problem that currently exists?


I think destructible outposts will make a huge difference. People who hide will have their empire burn around them; people who dislike shooting structures will have a different view of the experience when the outpost they're shooting becomes a smoking ruin at the end of the day.

Destructible outposts also open up the possibility of punitive invasions, rather than invasions purely of conquest. No one wants to conquer Cobalt Edge, but a lot of people would enjoy burning IRC out of their hovels.

I don't have any 'magic bullet' sov fix ideas, sadly; I'm not a game designer. I know a dumb idea when I see one, though.

~hi~

Poetic Stanziel
The Scope
Gallente Federation
#88 - 2011-11-06 23:22:40 UTC
The Mittani wrote:
I know a dumb idea when I see one, though.

Where was that keen eye when, over a year ago, someone in Goonchat wrote "Hey, Mittens, you should run for the CSM."

Big smile

Kidding. You've been a pretty good King of Space.
Lord Zim
Gallente Federation
#89 - 2011-11-06 23:27:22 UTC
One of my pet peeves the last 2 years has been the atrocity that is today's SOV system. I keep hoping for someone in CCP to say that they're going to revamp the system to make it more attractive to attack multiple systems at the same time with smaller fleets, rather than what we're looking at today where we're just getting as many as we can into a system and whoever wins the one fight, wins that round.

I'm not sure how this could be done in actuality, but I keep thinking that maybe either have the SOV system be descriptive rather than prescriptive, or borrow the tug-of-war element from POS warfare (although of course with modifications to avoid the grinding aspect), so that the strategy for winning a war is deeper than "grind this system, now grind this system".

(I've no idea if this could even be done, or if people would still just go with the grind one system aspect, though. Or even if it's just a bad idea from start to finish.)

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

RIP Vile Rat

The Mittani
State War Academy
Caldari State
#90 - 2011-11-06 23:29:11 UTC
Abdiel Kavash wrote:
The Mittani wrote:
Nullsec will always need a strong representative on the CSM. CSM5 only had Vuk, and Vuk was away when a gaggle of people who have never used a jump bridge in their life told Greyscale that removing bridges would be peachy. Null said 'never again', and here we are.


To follow up, what is your opinion on the actual JB change that hit TQ? Specifically a) only one bridge per system, b) jump-capable ships not being able to use JBs.


That was sort of a holding action on the part of CSM6, and our first major battle.

First of all, the very idea that bridges were 'safe' was something only a fool believes in. As we've seen though, until CSM6 took office, many foolish ideas about nullsec were espoused. As anyone who lives in null knows, you can camp a bridge with a dictor or hictor simply by parking your bubbler 300km off the bridge in line with the other bridge, safely outside of the range of any pos-guns.

So there was a lot of howling from 'small gang pvp experts' who have never run a bridge network that had no clue how to interdict bridges despite their 'expertise'; these are the sort of rabble that clog up forums like Failheap. They were pathetic, but they made a lot of noise and so our 'start point' of negotiations in CSM6 was from CSM5's laughably uninformed 'removing bridges would be fine' idea.

Since our start point was mired in ignorance, going from "remove bridges" to "one bridge per system plus a 300% fuel bay buff" is a success. Now the simpletons who never figured out how to camp a bridge with a dictor 300km off a pos can be on a gate instead, which is a lot easier and more obvious than a in-situ cloaking bridge-camp.

Did I include enough dismissive contempt for the 'remove bridges' wretches in this post? I can probably add more if needed.

~hi~

The Mittani
State War Academy
Caldari State
#91 - 2011-11-06 23:38:04 UTC
Che Biko wrote:

I am not sure where you stand yet on my second question. Can I conclude from your statements that the CSM doesn't represent all players and that's the way you think it should be?


I've seen your bad thread in Jita Park. You have a preconceived notion about the nature of the CSM and will twist anything I say to try to support that notion.

I won't play ball with your tinfoil. Maybe you could go roleplay some on Mike Azariah's blog?

~hi~

Poetic Stanziel
The Scope
Gallente Federation
#92 - 2011-11-06 23:54:19 UTC
The Mittani wrote:
Maybe you could go roleplay some on Mike Azariah's blog?
Answer thy good gentleman's query, scoundrel! A pox upon your protestant soul!
Temba Ronin
#93 - 2011-11-07 00:02:02 UTC
The Mittani wrote:
[quote=Raid'En]1) people always says small alliances can't make a place on nullsec, do you agree ? if so, do you have an idea on what to do ?


Nerf supercaps and boost anomaly income, as well as provide more sources of isk for starting alliance by buffing exploration and fixing the Tech problem.

Looks like we've already got the supercap thing and the anomaly thing in motion.

[quote]

Mr. Chairman can you please explain why nerfing supercaps is a good idea? It would be helpful if you could enlighten those of us reading your thread who are not Null sec residents as to why and how taking something which seems like fun (flying an awesome killing machine) out of the game before we can get a chance to skill up and try it ourselves. Sad

The Best Ship In EVE Online Is "Friendship", Power To The Players!

The Mittani
State War Academy
Caldari State
#94 - 2011-11-07 00:03:24 UTC  |  Edited by: The Mittani
Solo Player wrote:
Questions I'd like to see you answer, dear Mittani:

1. What is your stance on the importance of plausibility/coherence of the game universe vs. gameplay mechanics?

1.a. In regard to your answer for 1., how do you feel a paint job for a ship should be priced in relation to the price of the ship itself?

1.b. As players of a subscription-based MMO, should we not be able to expect the majority of customization options (both current and future) to be free apart from a relatively small range of vanity extras?


I care more about balanced game mechanics than the 'coherence of the universe', since not many of my constituents pay attention to EVE's schizophrenic fluff anyway. Because of this, I'm not too interested in relating the pricing of paint vis a vis actual ingame 'fluff' paint value.

I don't know what 'players of a subscription based MMO' expect in an industry shifting from subs from microtransactions. I don't really give a crap about what they price vanity items so long as pay-to-win never shows up in EVE. The $70 monocle was stupid and doomed the NeX to failure, but my constituents are mostly nullsec warriors who don't care about fashion. I'd prefer their pricing strategy to be actually successful so CCP stops firing their employees, though.

Quote:

2. As a stricly solo player (who has his reasons to stay that way) in EVE, I currently don't find many paths in the game to really be fun. Do you think players like me should be considered at all or should they just bugger off and play a single player game?

2.a. If the former, what would you suggest to be done make the game more fun for solo players?


A solo player finds a game designed to be played in a group tedious and boring? Quick, let's redesign the social game to accommodate him!

Go play X3. It's a much better singleplayer space game than 'solo EVE'.

Quote:

3. Is high sec empire space more of a theme park or a sandbox, and what should it be?


Sounds like a trivial semantic distinction between vague abstractions, and thus meaningless.

Quote:

4. Do you avoid the Assembly Hall on purpose?


I don't go there often. The Assembly Hall has the odd good idea in it, but I think it should be merged with 'Features and Ideas'. The AH subforum is a relic of the first couple of CSMs when the CSM was considered a parliamentary organization rather than an advocacy group, and it deludes the players who go to the AH with the false hope that the CSM is like a 'space congress' where votes on proposals result in game changes being 'passed'. The CSM isn't parliamentary at all, which is why years worth of upvoted AH proposals rot on a backlog, ignored by CCP.

Quote:

5. What do you answer those whe decry this thread as an empty PR vehicle of the current CSM establishment?

6. What's your conntection to ancient Mesopotamia and the Hurrians?


5. Something between "lol" and "suck my ****". Take your pick.

6. I got a minor in Ancient Law and learned Akkadian back in college. We studied the Amarna Letters which had a lot to do with discourse between Egypt, Mittani and Akkad. The name was cool so I named a Malkavian Elder in a WoD game 'The Mittani', and recyled the name when I came to EVE.

~hi~

The Mittani
State War Academy
Caldari State
#95 - 2011-11-07 00:09:58 UTC
Amber Green Thorn wrote:
Any politician when asked 'will you stand for re-election', no matter what their intentions, will always be advised by his or her sleezie advisors to say yes!!- lest the politician seems lacking in staying power or committment.

Mittani -You are very good at this sh*t and have done well for us all in the last year. Thank you. Not read anywhere that you intend to stand down, however I may be mistaken. The question many will be asking is this: Will you say now that you intend to stand again for the CSM?

also BTW - Are you gaye?? Or do you just like the look?


I've already said in this thread that I'll run for CSM7, barring being banned or CCP driving the game off a cliff. CSM6 is the most organized and effective CSM yet, and I don't see why we should toss that kind of power away now that we've finally gotten CCP to focus on spaceships.

I'm not gay, but I am very, very pretty. Ain't no thang.

~hi~

Solo Player
#96 - 2011-11-07 00:11:15 UTC  |  Edited by: Solo Player
Since I believe you did not exude enough dismissive contempt in your last post on the subject:

The argument could be made that a space setting requires a strong sense of vast distances, and thus, in EVE, distances should matter a lot. Now, some would feel that this illusion is negatively impacted on by JBs (as well as by jump drives, jump clones and, not least, warp to zero). Due to these conveniences, treks from the fringe to jita are felt to have turned into trips, and power is much too easily projected across swathes of space.

I gather you do not share these feelings. What disadvantage do you feel has been removed by this development, aside from inconvenience? Wouldn't you say that locality and strategy have suffered from it?

Edit: thanks for your frank answers to my other post. Therein, it seems you use a limited view of your constituency as your null-sec voters. I think in other instances, you regard the whole of (at least the fundamentally sane) Eve playerdom as your constituents. What'll it be?
The Mittani
State War Academy
Caldari State
#97 - 2011-11-07 00:11:44 UTC  |  Edited by: The Mittani
Nubs McIbis wrote:
The Mittani,

As Chairman of the CSM and King of Space, you must get many letters from irate pubbie constituents. Can you please publish a blog of the most entertaining complaints you have received? I am particularly interested in reading letters written in-character by Very Serious Roleplayers. Also any letters threatening legal action.

Sincerely,
Nubs McIbis, Concerned Voter


Sadly, I don't. Most of my voters are die-hard null types who appreciate what I've managed to do, and the irate pubbies who didn't vote for me are either drooling, eating paste, or penning whine threads about how I blew up their Mackinaw.

~hi~

The Mittani
State War Academy
Caldari State
#98 - 2011-11-07 00:59:29 UTC
Temba Ronin wrote:

Mr. Chairman can you please explain why nerfing supercaps is a good idea? It would be helpful if you could enlighten those of us reading your thread who are not Null sec residents as to why and how taking something which seems like fun (flying an awesome killing machine) out of the game before we can get a chance to skill up and try it ourselves. Sad


You can do your own research. There's a ton of threads related to this, including the comments in the supercap nerf blog itself.

~hi~

Temba Ronin
#99 - 2011-11-07 01:04:48 UTC
The Mittani wrote:
Temba Ronin wrote:

Mr. Chairman can you please explain why nerfing supercaps is a good idea? It would be helpful if you could enlighten those of us reading your thread who are not Null sec residents as to why and how taking something which seems like fun (flying an awesome killing machine) out of the game before we can get a chance to skill up and try it ourselves. Sad


You can do your own research. There's a ton of threads related to this, including the comments in the supercap nerf blog itself.

Mr. Chairman thanks for the swift response i shall indeed research this issue as you have instructed.

The Best Ship In EVE Online Is "Friendship", Power To The Players!

Zagdul
Federal Navy Academy
Gallente Federation
#100 - 2011-11-07 02:25:55 UTC
The Mittani wrote:
Zagdul wrote:

What are your ideas for making inactive/hiding alliances who hold sov in nullsec lives a bit more difficult so that the "blueball" technique is less used and attacking parties don't have to commit so much in terms of resources for those who don't utilize their space?

Would you like to see more of a dynamic system in null sec where activity and system use is what determines the difficulty to take/remove sov from people?

I.E.: ihubs/stations HP nerfed (hardcore) and sov levels of system usage (military/industry/ a new marketing and jump activity as well as potentially moon mineral per month accumulation etc..now determines strategic level)

Then, Sov increases the resistances of structures. Potentially, the sov V systems also have a reduction in sov bills!!

What would you like to see in null sec going forward so we don't continue to have the "screw grinding sov structures" problem that currently exists?


I think destructible outposts will make a huge difference. People who hide will have their empire burn around them; people who dislike shooting structures will have a different view of the experience when the outpost they're shooting becomes a smoking ruin at the end of the day.

Destructible outposts also open up the possibility of punitive invasions, rather than invasions purely of conquest. No one wants to conquer Cobalt Edge, but a lot of people would enjoy burning IRC out of their hovels.

I don't have any 'magic bullet' sov fix ideas, sadly; I'm not a game designer. I know a dumb idea when I see one, though.

Distributable/Incapacitated outposts in my opinion don't provide enough incentive for an attacking alliance to hit someone.

An idea I've been trying to push/develop is the activity in held space = reward. The more active a system is, the higher the resistances on the sov infrastructure thus increasing it's hp.

If an alliance decides to abandon it's space, the resistances drop, thus the EHP drops and making "cleanup" easier. However, current infrastructure would need an HP nerf.

When you're at Sov1 the HP is low enough that a fleet of 100 people can hit a system and reinforce it with battleships in < 30 minutes time. As it stands now, this is not possible due to the insane hp sov structures + stations have.

When we went to provi to hit a smaller alliance, they hid. This made creating fleets to go harass them dull and boring. Burning someone smaller to the ground should be fun and engaging. Keeping participation up to be involved with this activity should be enjoyable for the attacker but currently isn't as all you need to do as a defender is spam a station throughout your constellation. If you come under attack, hide for 2 weeks till the attackers leave.

Hiding behind the shield of HP shouldn't be a viable defense. I don't believe distributable outposts solve the problem.

Dual Pane idea: Click!

CCP Please Implement