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Crime & Punishment

 
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ressubed to get awoxed for all i've got

Author
Tear Jar
New Order Logistics
CODE.
#41 - 2014-02-13 01:57:27 UTC
myndzha wrote:
http://eve.battleclinic.com/killboard/killmail.php?id=21777311#lostLoadout yet another blind-siding corp. really disgusting they can ruin a game for someone like that without ANY repercussions.


There are repercussions. Their killboard is littered with blue on blue kills due to this stuff. It will be harder for them to recruit legitimate people into their corp.
Tarojan
Tarojan Corporation
#42 - 2014-02-13 03:05:58 UTC
Tear Jar wrote:
myndzha wrote:
http://eve.battleclinic.com/killboard/killmail.php?id=21777311#lostLoadout yet another blind-siding corp. really disgusting they can ruin a game for someone like that without ANY repercussions.


There are repercussions. Their killboard is littered with blue on blue kills due to this stuff. It will be harder for them to recruit legitimate people into their corp.



Except they should never run out of people who dont use out of game resources before accepting invites.
Incidently its threads like this and Hed bots blog/ miner bumping.com that saved me from many "newbie" errors. Like staying in a corp with other players, accepting fleet invites and accepting duel requests. Not really an mmo without other people, but it sure is pretty to look at.

Will gank for food

admiral root
Red Galaxy
#43 - 2014-02-13 10:58:17 UTC
Lucas Kell wrote:
stick to NPC corps or solo ones.


Says the guy in the 100+ man corp.

No, your rights end in optimal+2*falloff

takedoom
The Scope
Gallente Federation
#44 - 2014-02-13 11:10:06 UTC
Eve-kill is your friend.

http://spinthatdamnship.ytmnd.com/

Ria Nieyli
Nieyli Enterprises
When Fleets Collide
#45 - 2014-02-13 13:13:21 UTC
I'm sure that these guys are not awoxers, they just have red/green colour blindness.
Lucas Kell
Solitude Trading
S.N.O.T.
#46 - 2014-02-13 13:18:37 UTC
Gizznitt Malikite wrote:

Lucas Kell wrote:
Nah, stick to NPC corps or solo ones. That way not only are you safe from being attacked, but you are actively protesting against corp attack mechanics which force people apart rather than encouraging group play,


1.) You are NOT "safe from being attacked" even in an NPC corp. People can ALWAYS attack you, anywhere in game. Being in a highsec NPC corp simply means concord avenges most aggression, but they don't prevent it, nor protect you.

2.) Silvetica hit the nail on the head, the lesson is to do research on WHO you are flying with, as teaming up in this game extends some vulnerability to you and yours. If your answer is to hide from the vulnerabilities, you'll always be a child afraid of the dark. Making friends in this game will offer you way more protections, offer more opportunities, and ultimately opens up vastly more content than you'll find elsewhere. If that reward isn't worth the risk of some space pixels, that is your decision.

3.) Your protest will fall on deaf ears. CCP advertises the ability to choose a path between the honorable and disrepute, and the extreme majority of the player community wish to leave this as a player choice. Forcing players to "play nice" is a violation of the purposely dystopic nature of the game.

1. No, but outside of a corp it takes effort to be in a position to kill you and/or costs to do so. In a corp there are no repercussions and no limitations on where you can be killed.

2. No matter how much research you do, awoxing can still happen. It's a flaw in the corporation mechanics which forces people apart. Notice how fleeting with someone doesn't allow you to kill them. This is to enable people to fleet with each other without the worry or opening themselves up to being killed with ease. Corporation mechanics should be the same, to encourage people to group together. Instead, they force people apart. If you are in high sec, there is absolutely no benefit to being in a corp with someone over simply remaining in an NPC corp (or forcing solo corp if tax is an issue) and fleeting up with them. All you do is open yourself up to awox and give a single group to declare war on.

3. Awoxers are a minority compared to other groups of players, and people complain non-stop about the amount of people in NPC corps. Eventually, CCP may recognise why people stay in NPC corps rather than grouping together and put in changes to encourage that behavior. Since there's no way to directly raise that with them, and forum posting about it results in pages of trolling, the best way to protest is to stay in an NPC corp and contribute to the problem. Note that "making friends" and "joining a player run corp" do not have to go hand in hand. Just read the NPC corp chatter some time and you'll see that plenty of people socially interact and fleet up there.

Note that the overall goal I thin should be to encourage most people to leave NPC corps. The problem is without compounding the problem first, nothing will ever change.

admiral root wrote:
Lucas Kell wrote:
stick to NPC corps or solo ones.
Says the guy in the 100+ man corp.
I'm not trying to avoid combat or remain in high sec. If I were wanting to remain in high sec, you can be damn sure I wouldn't be joining a player run corp though. At most I'd join an alliance with a corp made up of just myself and people I know personally. There's simply no benefit that warrants the risk of being in a player corp in high sec.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Danalee
Republic Military School
Minmatar Republic
#47 - 2014-02-13 13:41:28 UTC  |  Edited by: Danalee
Djeebus H. Christ!

How risk averse can you be? Not joining a corp becuase you might what? Loose a ship? In a PVP game? Are you for real?
How much of a risk averse nullbear can you be?

Risk vs Reward, anyone?

I've played this (superb) game practically from day one and have always been part of a corp (not always the same one even).
Never been awoxed ever. And if I would have been, I couldn't care less.
Oh man, you got me... destroyed my ship. You are an awoxer. Lesson learned. Loss regained pretty much instantly.

D.

Bear


Edit: I'm sure we all know the benefits of a corp, for me they are convenience, the war mechanics and a sort of narative.

Proud member of the Somalian Coast Guard Authority

Member and Juror of the Court of Crime and Punishment

Anthony Giola
The Scope
Gallente Federation
#48 - 2014-02-13 17:08:52 UTC
Wow dude that really sucks, I have to apologize on part of my corp! If you would accept my corp invite I can reimburse you with a very nice Marauder fit from our corp hangar ok?
Plastic Psycho
Necro-Economics
#49 - 2014-02-13 17:27:41 UTC
Ria Nieyli wrote:
I'm sure that these guys are not awoxers, they just have red/green colour blindness.

Of course. It all makes sense now!
Lucas Kell
Solitude Trading
S.N.O.T.
#50 - 2014-02-13 18:07:11 UTC
Danalee wrote:
Djeebus H. Christ!

How risk averse can you be? Not joining a corp becuase you might what? Loose a ship? In a PVP game? Are you for real?
How much of a risk averse nullbear can you be?

Risk vs Reward, anyone?
It's not risk aversion at all. It's exactly what you've put there. Risk vs reward. Most people will gain absolutely nothing by being part of a high sec corp.

Danalee wrote:
I've played this (superb) game practically from day one and have always been part of a corp (not always the same one even).
Never been awoxed ever. And if I would have been, I couldn't care less.
Oh man, you got me... destroyed my ship. You are an awoxer. Lesson learned. Loss regained pretty much instantly.
Well that's good for you, but that's not the only experience people have had, and this thread is proof of that. The thing is, there's no real reason to allow corp member to kill each other and not let fleet members, they are contradictory ideals. Fleeting encourages people to group up. Corp awox mechanics encourage the opposite. Personally I'd prefer people to be encourage to move into a corp by giving them more benefits to do so, as that is generally how people become a part of the actual meta game.

Danalee wrote:
Edit: I'm sure we all know the benefits of a corp, for me they are convenience, the war mechanics and a sort of narative.
That's a benefit for you, since you want to engage in high sec PvP. It's not a global benefit.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Danalee
Republic Military School
Minmatar Republic
#51 - 2014-02-13 18:25:27 UTC  |  Edited by: Danalee
Lucas Kell wrote:
If I were wanting to remain in high sec, you can be damn sure I wouldn't be joining a player run corp though. At most I'd join an alliance with a corp made up of just myself and people I know personally. There's simply no benefit that warrants the risk of being in a player corp in high sec.


Ok, let's try this way: You say you are in a corp, because you are a nullsec resident, correct?

Please, elaborate why being in a corp in nullsec is any different from hisec?
What are the benefits of being in a corp as nullbear as opposed to hibear?

You'll notice (I hope so at least) they are exactly the same.

Than, why can I shoot corpmates? Well, fleet PVP practice for one, webbing big slow ships to have them warp faster, awoxing (emergent gameplay!), because you aren't safe, even in hisec and propably loads of other reasons. This is after all a PVP game.
Ask yourself why not? When the answer is 'because they can shoot my shineys than' I've got a portion of HTFU especially for you.

D.

Bear

Proud member of the Somalian Coast Guard Authority

Member and Juror of the Court of Crime and Punishment

Gizznitt Malikite
Agony Unleashed
Agony Empire
#52 - 2014-02-13 19:01:10 UTC
Lucas Kell wrote:
Gizznitt Malikite wrote:

[1.] You are NOT "safe from being attacked" even in an NPC corp. People can ALWAYS attack you, anywhere in game. Being in a highsec NPC corp simply means concord avenges most aggression, but they don't prevent it, nor protect you.

1. No, but outside of a corp it takes effort to be in a position to kill you and/or costs to do so. In a corp there are no repercussions and no limitations on where you can be killed.


1. Wrong: There are no immediate repercussions for in-corp killing. When you get AWOXed, post it on the forums, let people know. There are social repercussion for such an activity. Many alliances simply boycott/deny players with a history of AWOXing and/or Corp theft. The more they do it, the more doors they close!


Lucas Kell wrote:
Gizznitt Malikite wrote:

2. Silvetica hit the nail on the head, the lesson is to do research on WHO you are flying with, as teaming up in this game extends some vulnerability to you and yours. If your answer is to hide from the vulnerabilities, you'll always be a child afraid of the dark. Making friends in this game will offer you way more protections, offer more opportunities, and ultimately opens up vastly more content than you'll find elsewhere. If that reward isn't worth the risk of some space pixels, that is your decision.

2. No matter how much research you do, awoxing can still happen. It's a flaw in the corporation mechanics which forces people apart. Notice how fleeting with someone doesn't allow you to kill them. This is to enable people to fleet with each other without the worry or opening themselves up to being killed with ease. Corporation mechanics should be the same, to encourage people to group together. Instead, they force people apart. If you are in high sec, there is absolutely no benefit to being in a corp with someone over simply remaining in an NPC corp (or forcing solo corp if tax is an issue) and fleeting up with them. All you do is open yourself up to awox and give a single group to declare war on.


2.a) In general, AWOXers are looking for easy kills. They don't go to lengths to hide their actions, so a decent background will filter out 95% of the AWOXers in this game. The ability to attack a corp mate is NOT a flaw in the mechanic. That single mechanic means you must extend trust to your corp mates, and they must extend trust to you. This state, where both sides are vulnerable, is essential for building a meaningful relationship. With AWOXing, a basic level of trust is immediately extended between all corp mates, which lays the groundwork for most trust to follow. Remove the ability to AWOX, and corporation members have no vulnerabilities until you choose to grant meaningful roles, leaving members sheltered and safe. However, since there is not trust at the start, there is little room for people to prove themselves.

Let me put it another way, without AWOXing, you have a Parent-Child relationship, where you first cut construction paper for your child. Later you give them safety scissors so they can cut the paper themselves but not with any dangerous tools. Later you give them child scissors, which cuts paper but isn't sharp enough to cut anything else. And finally you give them Shears, where they can finally cut off fingers if they aren't careful. EvE is for adults, not kids!

Here, you invite that stranger at the coffee ship on a date. It may go well, it may not. You may be luring them into some trap to rob or harm them. They may be doing the same to you. At the end of the night though, you both may have had a satisfying night together, or you may have killed on another. Dating a stranger is relatively dangerous, so we're telling you to get some gossip on them before going alone to their home. If you can't handle this, then don't join an EvE corp.

2.b) There is little trust when joining a fleet with another. It is like grouping up to play tag on the playground. Sure, it leads to team play, perhaps akin to some sports team if perfecting your game, but it is very different than joining a corporation!

2.c) "If you are in high sec, there is absolutely no benefit to being in a corp with someone"??? Are you really that ignorant of corp benefits?
a.) Taxes collected by Corp.
b.) Corp bases where you can share assets via corp hangars.
c.) Corp standings to grant access to NPC services (jump clones and agents) you would otherwise not have access too.
d.) POS ownership, which is HUGE for highsec indy players, as it may grant immediate access to copy and ME research lines (as opposed to the 30+ days you must wait for NPC lines). Not to mention the improved research times.
e.) POCO ownership, should you desire.
f.) Corp mates to fleet up with, which can come to your aid in times of need, which can open new game play options you can't accomplish solo, etc.
and more....

I realize, you might consider these benefits small compared to the risks of wardecs and awoxing, but that's because your fear of loss is imprisoning you in naivety. This game is simply better when you from healthy bonds with other players, and the corporation is the basic structure for doing that.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#53 - 2014-02-13 19:02:45 UTC
Lucas Kell wrote:
Gizznitt Malikite wrote:

3.) Your protest will fall on deaf ears. CCP advertises the ability to choose a path between the honorable and disrepute, and the extreme majority of the player community wish to leave this as a player choice. Forcing players to "play nice" is a violation of the purposely dystopic nature of the game.



3. Awoxers are a minority compared to other groups of players, and people complain non-stop about the amount of people in NPC corps. Eventually, CCP may recognize why people stay in NPC corps rather than grouping together and put in changes to encourage that behavior. Since there's no way to directly raise that with them, and forum posting about it results in pages of trolling, the best way to protest is to stay in an NPC corp and contribute to the problem. Note that "making friends" and "joining a player run corp" do not have to go hand in hand. Just read the NPC corp chatter some time and you'll see that plenty of people socially interact and fleet up there.

Note that the overall goal I thin should be to encourage most people to leave NPC corps. The problem is without compounding the problem first, nothing will ever change.
[/quote]

Voicing your opinion on the forum, even if it is trolled, is a far more effective means of informing CCP why you won't join a player corporation. I also grant you that you can form lots of freindships and non-corporate based player groups. I think the incursion community is an excellent example of healthy OOC players coming together.

I don't AWOX, and it really isn't an issue for my corp. However, I advocate for retaining this ability, as I want this game to remain dangerous. I want players to have vulnerabilities at all times. And I think removing those vulnerabilities is a mistake. Instead, I EXPECT players to adapt and cope with these vulnerabilities. You may hide from them in an NPC corp, and that is your choice. But I'll oppose you tooth and nail if you try to strip the vulnerability away because of some chickenshit fear of losing space pixels!
Plastic Psycho
Necro-Economics
#54 - 2014-02-13 19:08:41 UTC  |  Edited by: Plastic Psycho
Gizznitt Malikite wrote:

d.) POS ownership, which is HUGE for highsec indy players, as it may grant immediate access to copy and ME research lines (as opposed to the 30+ days you must wait for NPC lines). Not to mention the improved research times.

This.
My Main's corp maintains a WH presence for only two reasons - And one of them is to have a relatively well-defended tower where corp members can build and research.

The other reason is...
Quote:
e.) POCO ownership, should you desire.

We PI the hell out of our WH system. Also, we have a fine selection of HiSec POCOs to choose among.

Even though getting us all together in a fleet requires very tasty bait, it sometimes also happens - Usually when in defense of our Tower or POCOs, but sometimes to blap an interloper who is threatening our bottom line.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#55 - 2014-02-13 19:46:05 UTC
Lucas Kell wrote:

Well that's good for you, but that's not the only experience people have had, and this thread is proof of that. The thing is, there's no real reason to allow corp member to kill each other and not let fleet members, they are contradictory ideals. Fleeting encourages people to group up. Corp awox mechanics encourage the opposite. Personally I'd prefer people to be encourage to move into a corp by giving them more benefits to do so, as that is generally how people become a part of the actual meta game.



Fleets are about sharing combat information and movement in EvE:
-- You share broadcasts: beacons, destinations, targets.
-- You share share overview entities, with tags and states.
-- You share warps, to fleet mates and/or with fleet mates.

In a fleet, the ONLY thing you are vulnerable to is a fleet warp (which you can stop). There is not reason to grant attack-fleetmate options in highsec (and you can in low/null/wh if you want).

Being in a Corp is about sharing Assets:
-- You share bases and items via corp offices and hangars.
-- You share ownership of POS's, POCO's, and Stations.
-- You share bookmarks and anchorable objects and more.

Many of these assets are locked down where they can't be quickly recovered. As such, you also share enemies, thereby allowing you to defend your assets. The abilities to attack your corpmates is also extended, so can likewise defend your assets from them, too. More importantly though, sharing assets requires trust in a game where stealing is encouraged. To form the foundation of this trust, you become immediately vulnerable to corpmate aggression upon joining their corp. This instant vulnerability is the foundation of trust.

John has been in my corp for 1 month, 3 months, 6 months... when should I trust him with access to the corp bpo's, to fueling towers, to configuring POS's? If he has had the opportunity to attack your ship and didn't this whole time, you have a foundation for granting him additional roles (and vulnerabilities). If he hasn't been able to AWOX, hasn't been given the ability to show his true colors, you'll never have a baseline for extending more trust to him. This is a game where people have enormous amounts of assets at risk, and one mistake or one betrayal can cause irreversible loss. The foundation of all this trust starts when you join a corp, and hope they don't destroy your stuff.



Lucas Kell
Solitude Trading
S.N.O.T.
#56 - 2014-02-13 22:50:52 UTC
Gizznitt Malikite wrote:
1. Wrong: There are no immediate repercussions for in-corp killing. When you get AWOXed, post it on the forums, let people know. There are social repercussion for such an activity. Many alliances simply boycott/deny players with a history of AWOXing and/or Corp theft. The more they do it, the more doors they close!
Here you are only talking about a single type of awox, the "join our awox corp" type. You have no way of knowing if a randomly joining individual has plans to blow you up. And social repercussion are nothing. I can go roll a new alt right now, he'll be ready to awox for profit in a week or so.

Gizznitt Malikite wrote:
2.a) In general, AWOXers are looking for easy kills. They don't go to lengths to hide their actions, so a decent background will filter out 95% of the AWOXers in this game. The ability to attack a corp mate is NOT a flaw in the mechanic. That single mechanic means you must extend trust to your corp mates, and they must extend trust to you. This state, where both sides are vulnerable, is essential for building a meaningful relationship. With AWOXing, a basic level of trust is immediately extended between all corp mates, which lays the groundwork for most trust to follow. Remove the ability to AWOX, and corporation members have no vulnerabilities until you choose to grant meaningful roles, leaving members sheltered and safe. However, since there is not trust at the start, there is little room for people to prove themselves.

Let me put it another way, without AWOXing, you have a Parent-Child relationship, where you first cut construction paper for your child. Later you give them safety scissors so they can cut the paper themselves but not with any dangerous tools. Later you give them child scissors, which cuts paper but isn't sharp enough to cut anything else. And finally you give them Shears, where they can finally cut off fingers if they aren't careful. EvE is for adults, not kids!
You must enter into the whole arrangement with a preset level of trust then, meaning you don't get to build trust, upon entry, you must already trust the others in your corp. If that's just the way EVE rolls, why are fleets not like that?

Gizznitt Malikite wrote:
2.b) There is little trust when joining a fleet with another. It is like grouping up to play tag on the playground. Sure, it leads to team play, perhaps akin to some sports team if perfecting your game, but it is very different than joining a corporation!
Why should fleets be any different? Why encourage interaction in a fleet, yet discourage it in a corp?

Gizznitt Malikite wrote:
2.c) "If you are in high sec, there is absolutely no benefit to being in a corp with someone"??? Are you really that ignorant of corp benefits?
a.) Taxes collected by Corp.
b.) Corp bases where you can share assets via corp hangars.
c.) Corp standings to grant access to NPC services (jump clones and agents) you would otherwise not have access too.
d.) POS ownership, which is HUGE for highsec indy players, as it may grant immediate access to copy and ME research lines (as opposed to the 30+ days you must wait for NPC lines). Not to mention the improved research times.
e.) POCO ownership, should you desire.
f.) Corp mates to fleet up with, which can come to your aid in times of need, which can open new game play options you can't accomplish solo, etc.

a) Make your own corp, tax free
b) Great, assets to steal too!
c) There's already a corp for pretty much any service you need. EACS do jump clones.
d) Nobody gets "immediate access" to industry lines, and again, you can simply make your own. You don't need other people to do that (and there are services to make you a corp).
e) See d.
f) There are a multitude of channels you can go to to fleet up with all types, safe in the knowledge that none of them will suddenly shoot you in the ass without getting blitzed by concord.

Gizznitt Malikite wrote:
I realize, you might consider these benefits small compared to the risks of wardecs and awoxing, but that's because your fear of loss is imprisoning you in naivety. This game is simply better when you from healthy bonds with other players, and the corporation is the basic structure for doing that.
It's got absolutely nothing to do with a fear of loss. It's to do with there being no reason to force people to have to take a risk to join high sec corps just so a handful of people can make a career out of awoxing. I'm genuinely shocked when people complain to no end that people remain in NPC corps or form solo corps, when the reason this is done is clear.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#57 - 2014-02-13 23:27:30 UTC
Lucas Kell wrote:
Gizznitt Malikite wrote:
1. Wrong: There are no immediate repercussions for in-corp killing. When you get AWOXed, post it on the forums, let people know. There are social repercussion for such an activity. Many alliances simply boycott/deny players with a history of AWOXing and/or Corp theft. The more they do it, the more doors they close!


Here you are only talking about a single type of awox, the "join our awox corp" type. You have no way of knowing if a randomly joining individual has plans to blow you up. And social repercussion are nothing. I can go roll a new alt right now, he'll be ready to awox for profit in a week or so.


A randomly joining individual? What is that? There is no such thing, as everyone joining your corp has a reason to do so. If you are afraid of some 2-week old character, then don't accept new characters into your corp! Demand some player history from your recruits. Demand some skill points, demand some API's. Demand a reference. There are plenty of tools to weed out suspicious characters. In a game where your character's history cannot be erased, where SP accrue slowly over time, having to re-roll an alt to play the game as you like is a pretty steep repercussion.


Lucas Kell wrote:

Gizznitt Malikite wrote:
2.b) There is little trust when joining a fleet with another. It is like grouping up to play tag on the playground. Sure, it leads to team play, perhaps akin to some sports team if perfecting your game, but it is very different than joining a corporation!


Why should fleets be any different? Why encourage interaction in a fleet, yet discourage it in a corp?

[When joining a corp] You must enter into the whole arrangement with a preset level of trust then, meaning you don't get to build trust, upon entry, you must already trust the others in your corp. If that's just the way EVE rolls, why are fleets not like that?


Because you don't share assets with fleet members. You don't have the same enemies with fleet members. You don't have the same allies with fleet members.
Lucas Kell
Solitude Trading
S.N.O.T.
#58 - 2014-02-13 23:58:39 UTC  |  Edited by: Lucas Kell
Gizznitt Malikite wrote:
A randomly joining individual? What is that? There is no such thing, as everyone joining your corp has a reason to do so. If you are afraid of some 2-week old character, then don't accept new characters into your corp! Demand some player history from your recruits. Demand some skill points, demand some API's. Demand a reference. There are plenty of tools to weed out suspicious characters. In a game where your character's history cannot be erased, where SP accrue slowly over time, having to re-roll an alt to play the game as you like is a pretty steep repercussion.
So in your mind, the only people affected by awoxed are people joining corpsg gettin awoxed by the corp, or corp CEOs getting awoxed by members?
You can quite easily join a corp, passing all scrutiny, find a member with a semi-valuable ship and hold them for ransom. Freighters are usually the best. And thats the problem, you don't know the other people in your corp. Unless you are joining mates or have absolutely nothing to lose, what's the point? You may as well avoid 100% of the risk by simply not joining anyone else and instead finding a community in a chat channel or based out of a certain system and just fleet up that way.

Gizznitt Malikite wrote:
Because you don't share assets with fleet members. You don't have the same enemies with fleet members. You don't have the same allies with fleet members.
How is any of that relevant to corp members being able to shoot each other in high sec?

The bottom line is fleets are great, they encourage cooperation. Corps encourage awox. So unless you get profound benefits from a particular corp there's no point joining one if high sec is your area of operation.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#59 - 2014-02-13 23:58:51 UTC

Lucas Kell wrote:
Gizznitt Malikite wrote:
2.c) "If you are in high sec, there is absolutely no benefit to being in a corp with someone"??? Are you really that ignorant of corp benefits?
a.) Taxes collected by Corp.
b.) Corp bases where you can share assets via corp hangars.
c.) Corp standings to grant access to NPC services (jump clones and agents) you would otherwise not have access too.
d.) POS ownership, which is HUGE for highsec indy players, as it may grant immediate access to copy and ME research lines (as opposed to the 30+ days you must wait for NPC lines). Not to mention the improved research times.
e.) POCO ownership, should you desire.
f.) Corp mates to fleet up with, which can come to your aid in times of need, which can open new game play options you can't accomplish solo, etc.


a) Make your own corp, tax free
b) Great, assets to steal too!
c) There's already a corp for pretty much any service you need. EACS do jump clones.
d) Nobody gets "immediate access" to industry lines, and again, you can simply make your own. You don't need other people to do that (and there are services to make you a corp).
e) See d.
f) There are a multitude of channels you can go to to fleet up with all types, safe in the knowledge that none of them will suddenly shoot you in the ass without getting blitzed by concord.

Gizznitt Malikite wrote:
I realize, you might consider these benefits small compared to the risks of wardecs and awoxing, but that's because your fear of loss is imprisoning you in naivety. This game is simply better when you from healthy bonds with other players, and the corporation is the basic structure for doing that.


It's got absolutely nothing to do with a fear of loss. It's to do with there being no reason to force people to have to take a risk to join high sec corps just so a handful of people can make a career out of awoxing. I'm genuinely shocked when people complain to no end that people remain in NPC corps or form solo corps, when the reason this is done is clear.


How can you claim it has nothing to do with fear of loss, and then in the next sentence state you boycott Corps because you fear awoxers?

You acknowledge the benefits of a corporation, but have trust issues letting in other players. You just stated your afraid they will steal your assets or AWOX your ships. That apprehension you have, where you anticipate some impending misfortune... That is called FEAR.

Now, you may claim its some rational decision based out of risk vs reward: There is a risk of losing your ship when you join a corp, but pragmatically, that is a very small risk. You can mitigate the chances of the loss by researching the corp, and finding out what type of players they are. You can mitigate the amount you may lose, by testing the waters with less expensive assets. Hell, many corps will reimburse your losses if you are AWOXed. Realistically, the danger from AWOXing is small, and it is your FEAR that is holding you back.

Meanwhile, many, many, many corps in EvE grow and thrive, with players fully enjoying the benefits a corporation has to offer. They make friends and partake in content that generally isn't available to solo players. It sounds like you join public events and public channels, perhaps you've developed your own private circle of friends to get a taste of these benefits. Either way, it is not faulty corp mechanics, and it is not the AWOXers in this game that limit your game play. Everything you have posted real boils down to one thing: You want your fear eliminated, because you have trouble joining a corp with apprehension that some corpmate may AWOX you.

HTFU, or play solo, but your inability to deal with this apprehension is not grounds to have it removed from the game.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#60 - 2014-02-14 00:24:32 UTC
Lucas Kell wrote:
Gizznitt Malikite wrote:
A randomly joining individual? What is that? There is no such thing, as everyone joining your corp has a reason to do so. If you are afraid of some 2-week old character, then don't accept new characters into your corp! Demand some player history from your recruits. Demand some skill points, demand some API's. Demand a reference. There are plenty of tools to weed out suspicious characters. In a game where your character's history cannot be erased, where SP accrue slowly over time, having to re-roll an alt to play the game as you like is a pretty steep repercussion.


So in your mind, the only people affected by awoxed are people joining corpsg gettin awoxed by the corp, or corp CEOs getting awoxed by members?
You can quite easily join a corp, passing all scrutiny, find a member with a semi-valuable ship and hold them for ransom. Freighters are usually the best. And thats the problem, you don't know the other people in your corp. Unless you are joining mates or have absolutely nothing to lose, what's the point? You may as well avoid 100% of the risk by simply not joining anyone else and instead finding a community in a chat channel or based out of a certain system and just fleet up that way.


Anyone in corp may be AWOXed... be it the new recruit, the CEO, anyone. If someone joins your corp and attempts to ransom you, defend yourself! You have corp mates that can attack them, just like they can attack you. Better yet, defend yourself by limiting who joins the corp in the first place. Setup recruitment policies, where you do background checks and seek references. Set up an insurance policy (what do you think corp taxes are good for).

I fully admit that certain members of a corp will regularly be vulnerable. If 95% of your members are somewhere else in the universe, they may not be able to help you. If your corp is small, there may not be enough members online to cope with a well executed AWOX. And if your corp is bloating, it becomes impractical to know which corpmates can be trusted. These are corp management issues, which are regularly confronted and solved in game. The tools are there, you just need to utilize them.


Lucas Kell wrote:
Gizznitt Malikite wrote:
Because you don't share assets with fleet members. You don't have the same enemies with fleet members. You don't have the same allies with fleet members.


How is any of that relevant to corp members being able to shoot each other in high sec?

The bottom line is fleets are great, they encourage cooperation. Corps encourage awox. So unless you get profound benefits from a particular corp there's no point joining one if high sec is your area of operation.


Corps are about sharing assets, which very much encourages cooperation. Yes, sharing assets also opens your assets up to theft or attack, but so what. At the end of the day, because corp mates are allowed to shoot each other, you must extend trust to them, and they to you. This creates a solid foundation for building a relationship.

The bottom line: Corp aggression mechanics are here to stay, and you haven't posted a single reason to remove them beyond fear and apprehension over the loss of assets.