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Why hi sec players will NOT move into low or null no matter how much you cry about it.

First post
Author
Ranger 1
Ranger Corp
Vae. Victis.
#281 - 2011-11-20 06:07:39 UTC  |  Edited by: Ranger 1
Quote:
This. it's a two hour minimum for co-op play.
1. plan
2. invite group
3. re invite group
4. re plan
5. fit
6. re invite group
7. re plan
8. re fit
9. Roam
10. PVP...... Maybe



... or an organized group does it like this.

Posts in advance:

The name of the fleet to jump into.
The time the fleet will depart.
The location it will depart from.
The objective of the fleet.
The necessary fleet composition.

Departure done on time.

If it's not that easy for you, you are doing it wrong.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#282 - 2011-11-20 06:16:56 UTC  |  Edited by: Ranger 1
I"m really not to sure why people think null sec players are trying to force high sec citizens into null sec.

If it's because an alliance has targeted you for their own reasons, you're over reacting a bit.

Most null sec citizens spend the majority of their time fighting each other, not putting pressure on high sec. Which is probably a good thing. If the bulk of the null sec players decided it was time to make the population of high sec miserable (for some mythical reason) and devoted their considerable resources to that end, you would welcome the time when an occasional Hulk or Incursion runner was the only likely target.

If you don't enjoy working with a team as some have stated, if you don't believe that a couple of hours here and there would be tolerated (lol), then stay where you are at.

Nobody cares.

Just remember that old adage that EVE strives for (with wildly varying degree's of success), the greater the risk the greater the reward. If you want completely casual game play, don't expect to keep earning hard core income.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Akita T
Caldari Navy Volunteer Task Force
#283 - 2011-11-20 06:19:23 UTC
Ah, apparently, somebody reposted the OP, and I replied in the other thread before.

Oh well...

Posting this in here too.

...
__
...

It's all about the combination between ISK bottom line and enjoyment derivable from said ISK bottom line.

Given a certain highsec dweller (think random picks on a bell curve, not archetypes), on their own personal risk-vs-effort-vs-reward colour-coded "worth doing" 3D potential activity scatter graph (which differs from person to person AND also differs from day to day for the same person), at the CURRENT most likely values for most people (given likely death rates, cost of death, available activities to the best of their knowledge, most likely self-estimated average rewards for those activities if that particular person did it now, amount of effort needed for due diligence, time spent doing stuff, availability of replacements, various other convenience factors), most of the non-highsec activities//areas rate lower on the overall "worth doing" scale than similar activities//areas in highsec.

You can "fix" that problem by making non-highsec more attractive on that fabled graph.
You can do that by either (most obviously) upping the average rewards for doing stuff there as opposed to doing it in highsec... or by decreasing risks (which is basically what the OP is implying should be done, but which is not really all that feasible, at least not for the time being)... or by increasing enjoyment of living in non-highsec (which could be an alternative, eventually, but it's not that easy ; in the long run, that's the best option, but it also gives the least tangible results for the maximum amount of man-hours spent doing it, and as such is unlikely to happen very soon).
So basically, the easiest and most feasible of all the possible ways to "solve" this is to boost average rewards for non-highsec even higher than they are now (because they ARE generally higher, but not high enough yet).

Want people out in lowsec in droves ?

Make it so that after figuring out and compensating for most likely losses of a reasonably cautious pilot, that player still rakes in noticeably more ISK per non-enjoyable work unit (a combination of non-pleasurable effort needed and time needed to accomplish it) than anything similar done in highsec.


Yes, it IS that simple.
If you boost rewards in lowsec high ENOUGH then plenty more people move there eventually.
Ranger 1
Ranger Corp
Vae. Victis.
#284 - 2011-11-20 06:23:28 UTC
Akita T wrote:
Ah, apparently, somebody reposted the OP, and I replied in the other thread before.

Oh well...

Posting this in here too.

...
__
...

It's all about the combination between ISK bottom line and enjoyment derivable from said ISK bottom line.

Given a certain highsec dweller (think random picks on a bell curve, not archetypes), on their own personal risk-vs-effort-vs-reward colour-coded "worth doing" 3D potential activity scatter graph (which differs from person to person AND also differs from day to day for the same person), at the CURRENT most likely values for most people (given likely death rates, cost of death, available activities to the best of their knowledge, most likely self-estimated average rewards for those activities if that particular person did it now, amount of effort needed for due diligence, time spent doing stuff, availability of replacements, various other convenience factors), most of the non-highsec activities//areas rate lower on the overall "worth doing" scale than similar activities//areas in highsec.

You can "fix" that problem by making non-highsec more attractive on that fabled graph.
You can do that by either (most obviously) upping the average rewards for doing stuff there as opposed to doing it in highsec... or by decreasing risks (which is basically what the OP is implying should be done, but which is not really all that feasible, at least not for the time being)... or by increasing enjoyment of living in non-highsec (which could be an alternative, eventually, but it's not that easy ; in the long run, that's the best option, but it also gives the least tangible results for the maximum amount of man-hours spent doing it, and as such is unlikely to happen very soon).
So basically, the easiest and most feasible of all the possible ways to "solve" this is to boost average rewards for non-highsec even higher than they are now (because they ARE generally higher, but not high enough yet).

Want people out in lowsec in droves ?

Make it so that after figuring out and compensating for most likely losses of a reasonably cautious pilot, that player still rakes in noticeably more ISK per non-enjoyable work unit (a combination of non-pleasurable effort needed and time needed to accomplish it) than anything similar done in highsec.


Yes, it IS that simple.
If you boost rewards in lowsec high ENOUGH then plenty more people move there eventually.



One way to do that is to make certain resources ONLY available in low sec. Not a very popular option, but it would be the most direct method of achieving this. Prices for that resource would sky rocket, hardy souls would take advantage of it, and eventually a median level would be achieved.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#285 - 2011-11-20 06:27:59 UTC
Akita T wrote:
Ah, apparently, somebody reposted the OP, and I replied in the other thread before.

Oh well...

Posting this in here too.

...
__
...

It's all about the combination between ISK bottom line and enjoyment derivable from said ISK bottom line.

Given a certain highsec dweller (think random picks on a bell curve, not archetypes), on their own personal risk-vs-effort-vs-reward colour-coded "worth doing" 3D potential activity scatter graph (which differs from person to person AND also differs from day to day for the same person), at the CURRENT most likely values for most people (given likely death rates, cost of death, available activities to the best of their knowledge, most likely self-estimated average rewards for those activities if that particular person did it now, amount of effort needed for due diligence, time spent doing stuff, availability of replacements, various other convenience factors), most of the non-highsec activities//areas rate lower on the overall "worth doing" scale than similar activities//areas in highsec.

You can "fix" that problem by making non-highsec more attractive on that fabled graph.
You can do that by either (most obviously) upping the average rewards for doing stuff there as opposed to doing it in highsec... or by decreasing risks (which is basically what the OP is implying should be done, but which is not really all that feasible, at least not for the time being)... or by increasing enjoyment of living in non-highsec (which could be an alternative, eventually, but it's not that easy ; in the long run, that's the best option, but it also gives the least tangible results for the maximum amount of man-hours spent doing it, and as such is unlikely to happen very soon).
So basically, the easiest and most feasible of all the possible ways to "solve" this is to boost average rewards for non-highsec even higher than they are now (because they ARE generally higher, but not high enough yet).

Want people out in lowsec in droves ?

Make it so that after figuring out and compensating for most likely losses of a reasonably cautious pilot, that player still rakes in noticeably more ISK per non-enjoyable work unit (a combination of non-pleasurable effort needed and time needed to accomplish it) than anything similar done in highsec.


Yes, it IS that simple.
If you boost rewards in lowsec high ENOUGH then plenty more people move there eventually.


Bullshit.

I could make more money making gay porn. A lot more money.

But I don't want a **** in me, EVER. So I don't ever make gay porn, and keep my much lower paying job.

Not everyone has a price.

internet spaceships

are serious business sir.

and don't forget it

Akita T
Caldari Navy Volunteer Task Force
#286 - 2011-11-20 06:39:45 UTC  |  Edited by: Akita T
Cipher Jones wrote:
Bullshit.
I could make more money making gay ****. A lot more money.
But I don't want a **** in me, EVER. So I don't ever make gay ****, and keep my much lower paying job.
Not everyone has a price.

SOME people may have a price for some things that all the money in the world would not be able to match.

Or at least, most of them like to think they do as long as they don't really believe an attractive enough opportunity could present itself, realistically.
In most cases they're lying to themselves, but it's a healthy delusion. I mean, would you really want to consider getting paid 10 million dollars for a 5-minute scene and still remain adamant about not doing it ? What if the incentive is not money, but saving your family's life ? Would you not sacrifice your pride for the life of all the people you know AND a large cash payment ?
Not so simple anymore, is it ?

OTHER people will do it for nearly free.

It's all bell curves and shades of gray, not all clear-cut or just black and white.

...

Just because YOU wouldn't do activity X for amount Y doesn't mean NOBODY ELSE would do it.
As long as there's demand for it, at a certain price, somebody will eventually be willing to do it.
And the higher the reward, the more people will do it.
It doesn't really matter WHO moves to lowsec, it mainly matters HOW MANY move to lowsec.
And the amount depends on the reward level.

Sure, the graph is not linear, it might not even be all that regular-shaped, it might have heavy time delays... but fact remains, the more rewarding an area is, the more people end up going there, and it's not just an opinion, it's a FACT, proven time and time again even in real-life, not just games.

...

Let the uncompromising, completely risk-averse 2% of the bell curve that would never consider leaving their NPC corp and highsec remain there, nobody gives a fudge about it as long as fiddling with the rewards could get up to 98% of the population in any desired area.
It's only about ramping rewards high enough so that EVENTUALLY enough people go there. And that's all there is to it.

The tricky part comes in determining HOW MANY people you want there and HOW SOON you want them there, then deciding whether you can stomach the economic changes caused by the shifts in rewards necessary to accomplish said goal.
Ranger 1
Ranger Corp
Vae. Victis.
#287 - 2011-11-20 06:41:19 UTC
Cipher Jones wrote:
Akita T wrote:
Ah, apparently, somebody reposted the OP, and I replied in the other thread before.

Oh well...

Posting this in here too.

...
__
...

It's all about the combination between ISK bottom line and enjoyment derivable from said ISK bottom line.

Given a certain highsec dweller (think random picks on a bell curve, not archetypes), on their own personal risk-vs-effort-vs-reward colour-coded "worth doing" 3D potential activity scatter graph (which differs from person to person AND also differs from day to day for the same person), at the CURRENT most likely values for most people (given likely death rates, cost of death, available activities to the best of their knowledge, most likely self-estimated average rewards for those activities if that particular person did it now, amount of effort needed for due diligence, time spent doing stuff, availability of replacements, various other convenience factors), most of the non-highsec activities//areas rate lower on the overall "worth doing" scale than similar activities//areas in highsec.

You can "fix" that problem by making non-highsec more attractive on that fabled graph.
You can do that by either (most obviously) upping the average rewards for doing stuff there as opposed to doing it in highsec... or by decreasing risks (which is basically what the OP is implying should be done, but which is not really all that feasible, at least not for the time being)... or by increasing enjoyment of living in non-highsec (which could be an alternative, eventually, but it's not that easy ; in the long run, that's the best option, but it also gives the least tangible results for the maximum amount of man-hours spent doing it, and as such is unlikely to happen very soon).
So basically, the easiest and most feasible of all the possible ways to "solve" this is to boost average rewards for non-highsec even higher than they are now (because they ARE generally higher, but not high enough yet).

Want people out in lowsec in droves ?

Make it so that after figuring out and compensating for most likely losses of a reasonably cautious pilot, that player still rakes in noticeably more ISK per non-enjoyable work unit (a combination of non-pleasurable effort needed and time needed to accomplish it) than anything similar done in highsec.


Yes, it IS that simple.
If you boost rewards in lowsec high ENOUGH then plenty more people move there eventually.


Bullshit.

I could make more money making gay ****. A lot more money.

But I don't want a **** in me, EVER. So I don't ever make gay ****, and keep my much lower paying job.

Not everyone has a price.


I'm sorry Cipher, but that's a straw man argument and you know it.

I realize that many people are adverse to risking loss in any form, so be it. But many are motivated by greed, and currently that motivation is keeping them in high sec because when you count the occasional loss high sec remains extremely profitable.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Elrich Kouvo
Doomheim
#288 - 2011-11-20 06:53:23 UTC
Akita T wrote:
Ah, apparently, somebody reposted the OP, and I replied in the other thread before.

Oh well...

Posting this in here too.

...
__
...

It's all about the combination between ISK bottom line and enjoyment derivable from said ISK bottom line.

Given a certain highsec dweller (think random picks on a bell curve, not archetypes), on their own personal risk-vs-effort-vs-reward colour-coded "worth doing" 3D potential activity scatter graph (which differs from person to person AND also differs from day to day for the same person), at the CURRENT most likely values for most people (given likely death rates, cost of death, available activities to the best of their knowledge, most likely self-estimated average rewards for those activities if that particular person did it now, amount of effort needed for due diligence, time spent doing stuff, availability of replacements, various other convenience factors), most of the non-highsec activities//areas rate lower on the overall "worth doing" scale than similar activities//areas in highsec.

You can "fix" that problem by making non-highsec more attractive on that fabled graph.
You can do that by either (most obviously) upping the average rewards for doing stuff there as opposed to doing it in highsec... or by decreasing risks (which is basically what the OP is implying should be done, but which is not really all that feasible, at least not for the time being)... or by increasing enjoyment of living in non-highsec (which could be an alternative, eventually, but it's not that easy ; in the long run, that's the best option, but it also gives the least tangible results for the maximum amount of man-hours spent doing it, and as such is unlikely to happen very soon).
So basically, the easiest and most feasible of all the possible ways to "solve" this is to boost average rewards for non-highsec even higher than they are now (because they ARE generally higher, but not high enough yet).

Want people out in lowsec in droves ?

Make it so that after figuring out and compensating for most likely losses of a reasonably cautious pilot, that player still rakes in noticeably more ISK per non-enjoyable work unit (a combination of non-pleasurable effort needed and time needed to accomplish it) than anything similar done in highsec.


Yes, it IS that simple.
If you boost rewards in lowsec high ENOUGH then plenty more people move there eventually.

Thanks for posting here. Your post are always reasonable and you speak the truth. I would like to see a reward boost in low sec too.
Ben Derindar
Dirty Deeds Corp.
#289 - 2011-11-20 06:58:37 UTC  |  Edited by: Ben Derindar
Nullsec is a stagnant wasteland because current game mechanics permit those who take internet spaceships overly seriously (particularly those who pretend very loudly that they in fact don't) to project their in-game power far too easily. There is literally no way for a group to stake a claim anywhere in nullsec without the flavour-of-the-month powerblock simply hotdropping them into oblivion for no greater reason than "lols".

Therefore, the solution is to nerf said power projection abilities. Halve capital and supercapital jump ranges and make them persistent in space when their pilots log off, and increase jump clone timers to at least 48 hours and/or tax each jumpclone with a fee proportional to their clone costs.

A nullsec shared is a problem halved.
Herzog Wolfhammer
Sigma Special Tactics Group
#290 - 2011-11-20 07:30:25 UTC
I just got back from 0.0 with a cargo space full of expensive drone goo.

Sometimes I come back with a mix of exploration stuff, sleeper goo, but I didn't get time to play much these last few months.

The expedition into 0.0 took roughly a month.

I used wormholes, and didn't have to pay more $$ for a "scout alt", nor deal with gank pipelines that, no matter how good you are at making bookmarks, you still get caught in eventually - the real good bubblers are on those pipelines.

I spent a few weeks bouncing around low class systems that my exploration ship can solo, then ended up in a null pocket that comprised a dead end off a serious gank pipeline in the curse region. I found a WH that put me on the other side of 0.0 - what looked like 60 jumps, into some russkie-controlled region full of drones. The first place was deserted, having been there a while and not seeing anybody else. The second had some Russian alliance guy alone in a Wyvern (a Wyvern, alone, out there... there was once a time when people would come in droves just to gank such a target - no wonder they are being nerfed out of PWNmobile status). After being there for a while, I found a WH that led to lowsec, but just two jumps from Caldari high sec 21 jumps from my home base.

If I did this the "conventional way", meaning occasionally pad someones killboard with my ships, I would lose how many?

Since this is a PVP game, don't I have the right to not want my ships on someone else's killboard?


Again, if you want things to change, there has to be a way to put an end, any kind of end, to these gank pipelines. I think the most game-changing way would be to let all ships to system-to-system dialed in hyperwarp. I think it's something that the leet 0.0 PVPers who say they want more targets can use to put their ISK where their keyboards have been. Most of 0.0 sits safely behind the Great Wall of Carebear, much of it gank pipelines and bubble camps.


If I hear one "oh, so you want people to go anywhere?" then all that means to me is that yes, there are people who claim that highsec should be nerfed into oblivion, but only want people to come out to their neck of the woods on the terms and wishes of those already there: as renters, cannon fodder, or targets.

The ship I use is a gimped exploration fit and it's been in service since spring of 2009. One thing and one thing only has kept it alive and it's spent a lot of time in WH space and 0.0: stay away from those gank pipelines. Period. I will probably loose it eventually, almost lost it to drones actually and came back from 0.0 via wormhole on this last trip with half structure - but I know there are good bubble camps, and there are bad ones, and I don't care the reason for it, if it's all about PVP, then I can say that I am winning in not getting on someone else's killboard but still accomplishing my missions.

The mechanics of gates, blobs, and bubbles comprises the Great Wall of Carebear and no matter what happens, if that does not change, this issue will not go away. Either CCP has to set us all free of these mechanics, in spite of the tears of the nullbears, or nothing changes.


Bring back DEEEEP Space!

Sebastian N Cain
Aliastra
Gallente Federation
#291 - 2011-11-20 08:02:15 UTC
Cipher Jones wrote:
Akita T wrote:
Ah, apparently, somebody reposted the OP, and I replied in the other thread before.

Oh well...

Posting this in here too.

...
__
...

It's all about the combination between ISK bottom line and enjoyment derivable from said ISK bottom line.

Given a certain highsec dweller (think random picks on a bell curve, not archetypes), on their own personal risk-vs-effort-vs-reward colour-coded "worth doing" 3D potential activity scatter graph (which differs from person to person AND also differs from day to day for the same person), at the CURRENT most likely values for most people (given likely death rates, cost of death, available activities to the best of their knowledge, most likely self-estimated average rewards for those activities if that particular person did it now, amount of effort needed for due diligence, time spent doing stuff, availability of replacements, various other convenience factors), most of the non-highsec activities//areas rate lower on the overall "worth doing" scale than similar activities//areas in highsec.

You can "fix" that problem by making non-highsec more attractive on that fabled graph.
You can do that by either (most obviously) upping the average rewards for doing stuff there as opposed to doing it in highsec... or by decreasing risks (which is basically what the OP is implying should be done, but which is not really all that feasible, at least not for the time being)... or by increasing enjoyment of living in non-highsec (which could be an alternative, eventually, but it's not that easy ; in the long run, that's the best option, but it also gives the least tangible results for the maximum amount of man-hours spent doing it, and as such is unlikely to happen very soon).
So basically, the easiest and most feasible of all the possible ways to "solve" this is to boost average rewards for non-highsec even higher than they are now (because they ARE generally higher, but not high enough yet).

Want people out in lowsec in droves ?

Make it so that after figuring out and compensating for most likely losses of a reasonably cautious pilot, that player still rakes in noticeably more ISK per non-enjoyable work unit (a combination of non-pleasurable effort needed and time needed to accomplish it) than anything similar done in highsec.


Yes, it IS that simple.
If you boost rewards in lowsec high ENOUGH then plenty more people move there eventually.


Bullshit.

I could make more money making gay ****. A lot more money.

But I don't want a **** in me, EVER. So I don't ever make gay ****, and keep my much lower paying job.

Not everyone has a price.


Well, given the average lower-paid job chances are that you are getting screwed anyway, so why not getting better pay for it?
LolLolLol

I got lost in thought... it was unfamiliar territory.

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#292 - 2011-11-20 08:30:38 UTC
Quote:
I'm sorry Cipher, but that's a straw man argument and you know it.

I realize that many people are adverse to risking loss in any form, so be it. But many are motivated by greed, and currently that motivation is keeping them in high sec because when you count the occasional loss high sec remains extremely profitable.


Its not even close.

People who don't want to pvp don't want to pvp. Multiplying by zero always nets zero. Zero interest in pvp * 100 = zero.

Akitas formula assumes that the "worth doing factor" is either a positive integer, or can be increased to a positive integer on people's "graphs". For many people, "pvp always on zones" will never ever ever ever net a positive number for this "worth doing factor".

internet spaceships

are serious business sir.

and don't forget it

Elrich Kouvo
Doomheim
#293 - 2011-11-20 08:40:14 UTC
Cipher Jones wrote:
Quote:
I'm sorry Cipher, but that's a straw man argument and you know it.

I realize that many people are adverse to risking loss in any form, so be it. But many are motivated by greed, and currently that motivation is keeping them in high sec because when you count the occasional loss high sec remains extremely profitable.


Its not even close.

People who don't want to pvp don't want to pvp. Multiplying by zero always nets zero. Zero interest in pvp * 100 = zero.

Akitas formula assumes that the "worth doing factor" is either a positive integer, or can be increased to a positive integer on people's "graphs". For many people, "pvp always on zones" will never ever ever ever net a positive number for this "worth doing factor".


Dude high sec players PVP all the time. Low sec doesn't have any rewards that warrant it's risk. Its like a cheap watered down nullsec with gate guns and sec status penalties.
Ranger 1
Ranger Corp
Vae. Victis.
#294 - 2011-11-20 08:47:02 UTC  |  Edited by: Ranger 1
Cipher Jones wrote:
Quote:
I'm sorry Cipher, but that's a straw man argument and you know it.

I realize that many people are adverse to risking loss in any form, so be it. But many are motivated by greed, and currently that motivation is keeping them in high sec because when you count the occasional loss high sec remains extremely profitable.


Its not even close.

People who don't want to pvp don't want to pvp. Multiplying by zero always nets zero. Zero interest in pvp * 100 = zero.

Akitas formula assumes that the "worth doing factor" is either a positive integer, or can be increased to a positive integer on people's "graphs". For many people, "pvp always on zones" will never ever ever ever net a positive number for this "worth doing factor".



That is entirely true for people that simply will not take the chance of engaging in combat oriented PVP.

But Akita is maintaining that a large number of people who will not go to Low Sec do so simply because there is not enough profit in it to justify the losses they might incur there compared to high sec.

I have no doubt that both types of players are plentiful in high sec, perhaps even more than the percent of high sec population that are nothing more than alts of players whose mains live in low or null.

It would make a very interesting poll, if one could be taken without cheating.

ArrowI have no characters or alts that live in Low or Null sec, but I would spend time in low/null sec if I could make significantly more ISK there.

ArrowI have no characters or alts that live in Low or Null sec, and I would not enter low/null sec regardless of earnings potential.

ArrowI have characters that live in both low/null sec and high sec.

ArrowI have no characters that live in high sec.

ArrowI don't care either way, I live in a worm hole.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#295 - 2011-11-20 08:51:15 UTC
Herzog Wolfhammer wrote:
I just got back from 0.0 with a cargo space full of expensive drone goo.

Sometimes I come back with a mix of exploration stuff, sleeper goo, but I didn't get time to play much these last few months.

The expedition into 0.0 took roughly a month.

I used wormholes, and didn't have to pay more $$ for a "scout alt", nor deal with gank pipelines that, no matter how good you are at making bookmarks, you still get caught in eventually - the real good bubblers are on those pipelines.

I spent a few weeks bouncing around low class systems that my exploration ship can solo, then ended up in a null pocket that comprised a dead end off a serious gank pipeline in the curse region. I found a WH that put me on the other side of 0.0 - what looked like 60 jumps, into some russkie-controlled region full of drones. The first place was deserted, having been there a while and not seeing anybody else. The second had some Russian alliance guy alone in a Wyvern (a Wyvern, alone, out there... there was once a time when people would come in droves just to gank such a target - no wonder they are being nerfed out of PWNmobile status). After being there for a while, I found a WH that led to lowsec, but just two jumps from Caldari high sec 21 jumps from my home base.

If I did this the "conventional way", meaning occasionally pad someones killboard with my ships, I would lose how many?

Since this is a PVP game, don't I have the right to not want my ships on someone else's killboard?


Again, if you want things to change, there has to be a way to put an end, any kind of end, to these gank pipelines. I think the most game-changing way would be to let all ships to system-to-system dialed in hyperwarp. I think it's something that the leet 0.0 PVPers who say they want more targets can use to put their ISK where their keyboards have been. Most of 0.0 sits safely behind the Great Wall of Carebear, much of it gank pipelines and bubble camps.


If I hear one "oh, so you want people to go anywhere?" then all that means to me is that yes, there are people who claim that highsec should be nerfed into oblivion, but only want people to come out to their neck of the woods on the terms and wishes of those already there: as renters, cannon fodder, or targets.

The ship I use is a gimped exploration fit and it's been in service since spring of 2009. One thing and one thing only has kept it alive and it's spent a lot of time in WH space and 0.0: stay away from those gank pipelines. Period. I will probably loose it eventually, almost lost it to drones actually and came back from 0.0 via wormhole on this last trip with half structure - but I know there are good bubble camps, and there are bad ones, and I don't care the reason for it, if it's all about PVP, then I can say that I am winning in not getting on someone else's killboard but still accomplishing my missions.

The mechanics of gates, blobs, and bubbles comprises the Great Wall of Carebear and no matter what happens, if that does not change, this issue will not go away. Either CCP has to set us all free of these mechanics, in spite of the tears of the nullbears, or nothing changes.




While I disagree with your assessment of null sec mechanics, I must say you are an excellent example of a player that uses his wits and the vast array of options at his disposal to get where he wants to go on his own terms.

Well done, and an example to us all.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Elrich Kouvo
Doomheim
#296 - 2011-11-20 09:36:15 UTC
Ranger 1 wrote:
Herzog Wolfhammer wrote:
I just got back from 0.0 with a cargo space full of expensive drone goo.

Sometimes I come back with a mix of exploration stuff, sleeper goo, but I didn't get time to play much these last few months.

The expedition into 0.0 took roughly a month.

I used wormholes, and didn't have to pay more $$ for a "scout alt", nor deal with gank pipelines that, no matter how good you are at making bookmarks, you still get caught in eventually - the real good bubblers are on those pipelines.

I spent a few weeks bouncing around low class systems that my exploration ship can solo, then ended up in a null pocket that comprised a dead end off a serious gank pipeline in the curse region. I found a WH that put me on the other side of 0.0 - what looked like 60 jumps, into some russkie-controlled region full of drones. The first place was deserted, having been there a while and not seeing anybody else. The second had some Russian alliance guy alone in a Wyvern (a Wyvern, alone, out there... there was once a time when people would come in droves just to gank such a target - no wonder they are being nerfed out of PWNmobile status). After being there for a while, I found a WH that led to lowsec, but just two jumps from Caldari high sec 21 jumps from my home base.

If I did this the "conventional way", meaning occasionally pad someones killboard with my ships, I would lose how many?

Since this is a PVP game, don't I have the right to not want my ships on someone else's killboard?


Again, if you want things to change, there has to be a way to put an end, any kind of end, to these gank pipelines. I think the most game-changing way would be to let all ships to system-to-system dialed in hyperwarp. I think it's something that the leet 0.0 PVPers who say they want more targets can use to put their ISK where their keyboards have been. Most of 0.0 sits safely behind the Great Wall of Carebear, much of it gank pipelines and bubble camps.


If I hear one "oh, so you want people to go anywhere?" then all that means to me is that yes, there are people who claim that highsec should be nerfed into oblivion, but only want people to come out to their neck of the woods on the terms and wishes of those already there: as renters, cannon fodder, or targets.

The ship I use is a gimped exploration fit and it's been in service since spring of 2009. One thing and one thing only has kept it alive and it's spent a lot of time in WH space and 0.0: stay away from those gank pipelines. Period. I will probably loose it eventually, almost lost it to drones actually and came back from 0.0 via wormhole on this last trip with half structure - but I know there are good bubble camps, and there are bad ones, and I don't care the reason for it, if it's all about PVP, then I can say that I am winning in not getting on someone else's killboard but still accomplishing my missions.

The mechanics of gates, blobs, and bubbles comprises the Great Wall of Carebear and no matter what happens, if that does not change, this issue will not go away. Either CCP has to set us all free of these mechanics, in spite of the tears of the nullbears, or nothing changes.




While I disagree with your assessment of null sec mechanics, I must say you are an excellent example of a player that uses his wits and the vast array of options at his disposal to get where he wants to go on his own terms.

Well done, and an example to us all.

Yeah can you imagine what he did before WH space?
Krixtal Icefluxor
INLAND EMPIRE Galactic
#297 - 2011-11-20 10:50:28 UTC
Yes, after this thread DROPPED out of sight, I revived it with a copy of the OP...and that Thread was blocked by CCP Guard.


Absolute censorship on the part of CCP.

HERE is my revival of this....shorter than this 17 pages of BLOAT.... https://forums.eveonline.com/default.aspx?g=posts&t=35735&find=unread

CENSORSHIP !!!!


K I

"He has mounted his hind-legs, and blown crass vapidities through the bowel of his neck."  - Ambrose Bierce on Oscar Wilde's Lecture in San Francisco 1882

Gerrick Palivorn
Caldari Provisions
Caldari State
#298 - 2011-11-20 11:01:57 UTC
Firstly Akita T thank you for making this whole thread with intellegent posting. The fact of the matter is that many people already find lowsec and nullsec worth running industry in. Countless cloaky transports traverse lowsec to highsec traffic areas just to get at a slightly better yield. This will change soon but then the PI alts will just change tactics and think of another way to get that slightly higher yield.

As far as increasing incentives for lowsec, the booster market is about to explode, already boosters have increased to more than 10x there price and in somecases they are still rising. Pirates and Nullsec fleets will have an undying need for boosters and will pay to get them. I know I'm not going to miss out on this, there is so much isk to be made.

Winter is Coming

As a side note to the poster and the survey, I have alts that live in WH, Null, Low, and high security space ranging from fragate only PVP, Capital Fleets, industry, mining, and pure market toon sitting in a hub.

I suggest to the people that are to scared to try something that seems scarry, to make an alt give him 10 combat frigates and try to take on the world. It won't hurt you at all, infact just go live in lowsec for 3 weeks on a trial account and experience it before you judge it.

MMOs come and go, but Eve remains.  -Garresh-

Destination SkillQueue
Doomheim
#299 - 2011-11-20 11:07:32 UTC  |  Edited by: Destination SkillQueue
Ranger 1 wrote:
Akita T wrote:
*snipped to fit*

Want people out in lowsec in droves ?

Make it so that after figuring out and compensating for most likely losses of a reasonably cautious pilot, that player still rakes in noticeably more ISK per non-enjoyable work unit (a combination of non-pleasurable effort needed and time needed to accomplish it) than anything similar done in highsec.


Yes, it IS that simple.
If you boost rewards in lowsec high ENOUGH then plenty more people move there eventually.



One way to do that is to make certain resources ONLY available in low sec. Not a very popular option, but it would be the most direct method of achieving this. Prices for that resource would sky rocket, hardy souls would take advantage of it, and eventually a median level would be achieved.



Profitability isn't good enough, it's just the bare necessity and I would say that lowsec already delivers that to some extent to some professions. It's something that could use improvement though with some areas and would give it more of a role in the large scheme of things, so some resource exclusitivity would certainly be a positive thing.

I'd still like to stress the enjoyment and access to content part a bit more. I'm currently exploring solo alternating the space I live in between high and lowsec and the big turn off for me in lowsec isn't the danger or the risk/reward calculation. On the contrary I love it, since it makes things more interesting and the game more enjoyable and the profit covers occasional losses. The reason why I don't live in lowsec for long periods is that the content is significantly less solo friendly. It's not to the point you can't do it, or I wouldn't be there at all, but it has moved significantly in the group oriented task direction compared to highsec.

This isn't a bad thing per se, but it means there is less content for a solo player to do in lowsec than in highsec and the things I can do take more time. Add to that the fact you have to fit your ship to be able to handle gate camps and roaming fleets and the time it takes to do things gets further increased. That longer time to complete things means two negative things for me personally.

First it means it's more of a project to play in lowsec. I can't just log in for a moment and fly for 30mins or an hour. In highsec I can reliably start and finish several things during that time. In lowsec I can do some things, but others take much longer and it's up to the RNG which ones come my way. This means that when I can't play for hours at a time, I tend to avoid being in lowsec, since the good content that makes lowsec worth flying in tends to be the more time consuming kind.

Second it means more boredom in actually doing an income gaining activity. Not overall boredom, but more boredom in the actual activity, since it takes longer to grind through it. It's not really much more difficult to do, it's just takes more time. The rewards are better, but since it takes much longer to do, the profit increase isn't that meaningful. I'm not complaining about the profits though, I would just prefer more bite sized content to do.

Again I feel the need to stress, that I don't want the group oriented content to go away, be reduced or even the risks to be reduced, and in fact I would view any such attempts negatively. What I'm asking is for more catering to solo/casual/small newbie groups in terms of content and in the planning of new content. Most importantly more consideration on the time it takes to achieve and do content in the game. By all means cater to groups and have long and hard grind content with corresponding rewards, but just keep in mind, that currently none of that means anything to me and won't affect my gaming habits. If you want to attract people like me to an area it must still be profitable after occasional losses and have reliable solo content, that doesn't take ages for me to complete.
Blue Binary
Polychoron
#300 - 2011-11-20 11:40:37 UTC
Abdiel Kavash wrote:
People who want to create, should play games about creation. Such as, Farmville, or The Sims.

People who want to compete, should play competitive games. Such as, Quake, or EVE Online.

Problem?

You've never played the Civilization series then? (which covers both of the above styles and more).

Thankfully Eve covers more than one style of game play. Though there are some personality types who think that their style of play should be the only way.

Although the OP's post has a fair point, it is biased towards pacifism, and tbh is trolling PVPers by suggesting that they are stupid thugs. It does require intelligence to properly fit a ship and use good tactics to make a kill.

All the posts intellectualising for and against attracting people to low/null sec have a basic fundamental theme, the basic feeling of fear. Fear of losing something, be it their pride, their ship, their ISK, their safety, their comfort, etc.

Some people are not comfortable with being in a constant state of alert and it can be stressful to some, while others either thrive on it or are completely at ease with it. People have to face fear and step out of their comfort zone, but as we all know from our real life experiences that it is not easy. But this is a game, it should be easy to face fear, no? heh, you underestimate how powerful the subconscious can be...

There are predators in this world and there are those who fear them.

EDIT: bah, mod locked the other thread.