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Player Features and Ideas Discussion

 
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My Sandbox is Becoming a Themepark

First post
Author
Meandering Milieu
The Scope
Gallente Federation
#481 - 2014-03-12 03:18:20 UTC
I'm gonna rant; it's gonna be stupid; it's gonna be anecdotal; I'm gonna get flamed/ignored. Don't mind me, I already know I'm an idiot.



I actually wouldn't mind missions being harder, some of them being more pvp like, definitely more like Dread pirate scarlet (random high dps/lots of jamming), and so on.

I make roughly 40-70m an hour, depending on whether or not I get a bad string of missions. This is including loot/salvage/LP, not liquid isk.

Though I will say this, on good missions I get 10-15m ticks, and I'm likely to get two tops. Usual missions give between 4-8m ticks. Because of salvage time for some missions, this is not always in a "every 15-20 minutes" . Further, you have to factor in making the several trips to a trade hub with several hundreds of millions worth of isk in a hauler. Then there is a time required to actually sell off my LP if I don't want to sell to buy orders.

So really the number 40-70m/hour, just like some people boasting 100m/hour for missions, doesn't factor in the logistics, traveling, and so on. I've found a similar thing with people and startup costs for a large indy setup. They say they make this much per/hour/day/month, but don't really factor in startup costs, and all those other little nagging costs that get in the way.

Anyways, I wouldn't mind more engaging PVE, and I guess I should say I've never ran an incursion before. However what I will say is that, if you are going to make me risk losing a 200-300m bs, really challenge me and make me work for it, the payout is gonna have to be raised. I don't mind a hostile environment, but not everyone runs incursions and SoE missions. If I have a reasonable chance to lose a ship, just like null or low, I think the payout should be similar. I know for a fact that people can rat in belts and make 8-9m isk per tick easily in null, I've seen it. Anoms and other activities blow it out of the water. I've seen people do solo activities that get near close to 100m/hour. The risk is greater, the pay makes sense, so I'm ok with nullsec outshining highsec.

But if you want highsec to be less safe, people to lose more ships, the money made has to be higher. More ships get blown up more often = higher demand for ships/mods/rigs and less money being made. This equates to an inflation of price via demand and a deflation of isk being generated. If I'm going to have to fight super rats almost as tough as a pvper, it needs to pay out a tad bit better than most of the junk missions out there.

Lastly not everyone missions for 6+ hours/day. Many do so to pay for their pvp, aka their risk taking. So a lot of hate on the safety of highsec, its income, and so on, but it seems like you neglect what that safety services. That safety services nullsec empires through jump freighter hauls of goods that are reasonably safe from production to shipment, which is one of the reasons localized manufacturing in nullsec is rarely emphasized. (for better or worse. ) It's the relative safety that lets people grind billions of isk to spend on pirate BSes/ded items/and so on obtained from null. It's that safety that lets people grind the isk to spend on rifters for their first time pvping, or a small fleet of cruisers to go get destroyed in lowsec for fun, or to finally fit an exploration ship and dip into a WH/low/null.

Many here clamoring for highsec to be more dangerous, to be less profitable, to be harder. It really comes across as saying " nerf highsec till no one wants to be there anymore. It seems to ignore what the safety of highsec does for the entire game's economy.

Still, I wouldn't mind a harder, less safe highsec, if it meant payouts enough to compensate and replace my ships when I eventually lose them.
hellokittyonline
Hellokitty's Online Adventure
The Conference
#482 - 2014-03-12 04:01:08 UTC
I'm not even vouching for a "less safe" high-sec, i'm vouching for an "as dynamic as it can be while still being safe" high-sec. I feel some of the content is simply too easy and too profitable to warrant a new player choosing any path other than a high-sec mission/incursion runner. Sure if shooting at NPCs is your thing you should be able to do it, but doing it behind the safety of concord needs to remain balanced so that other professions are equally viable.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#483 - 2014-03-12 04:02:37 UTC
From my point of view I think the hisec/losec security balance and risk level is about right but can't comment on null. Hisec needs to be stable for new players to learn the various careers and for industry to thrive (new and established players). It's just the farmability of missions that I don't like and agree that the risk /reward ratio may need rebalancing. However this would give an opportunity to give newer players to PvP whether they are new or those who've never gone down that route an environment to learn where the rewards match the risk.

Low level missions would be limited to frigs/dessies, stepping up to higher level missions where the boss has logi support etc. Access gate restrictions would be applied in the same way as the DED rated structures (maybe use DED ratings for the PvP like missions). The PvP missions could be interspersed through the missions offered by agents so that the frequency could be balanced to ensure that the isk generated by such missions doesn't bloom unexpectedly.
Cardano Firesnake
Fire Bullet Inc
#484 - 2014-03-12 04:39:15 UTC
I always thought that PVE and PVP should not be two different gameplay.

You should be able to pass from PVE to PVP instantly and in some cases, it should be exactly the same thing.

NPCs should work as players work, The most ISK rewarding missions could have a PVP risk like going in low sec to find and kill a NPC, (50% of the reward could be an item looted on this NPC)

Farming Anomalies is boring as mining is boring. I think CCP should really work on this aspect of the game that is a great part of the time we spend to play.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Organic Lager
Drinking Buddies
#485 - 2014-03-12 13:37:41 UTC  |  Edited by: Organic Lager
hellokittyonline wrote:
Organic Lager wrote:

2. Why should mind numbing farming in high sec be a high risk profession? Make low/null relatively more profitable to encourage the risk vs reward model, don't make high sec less secure.

4. Yes high sec pvp should be more then suicide ganking. However, i don't see how using lame/cheap tactics to bait an unwilling mission ship into a fight they don't want by removing the warnings is any different. You are just asking for free kills on those who have less experience then yourself, which in a sense is worse then suicide ganking.

I think mind numbing farming shouldn't be a profession at all. Maybe difficult farming with variables, but no free rides, and DEFINITELY not free rides that pay as well as mission running does.

As far as increasing risk, I have not presented a single idea that increases risk for an informed player. Ganking uninformed players is not the same thing as ganking new players. I target specifically level 4 missions and rarely bait a character less than 5 years old. Furthermore, I encounter 5+ year old toons on a very regular basis that still don't know a thing about tracking/transversal/explosion velocity, how to control their drones, or how aggression mechanics work. Pilots should have to learn the basics of combat before they're plexing their account with combat oriented PvE.

It seems to me like you're refusing to comprehend anything that is not in line with your personal interests. I have just as much of a right to do what I do as a mission runner does to farm and my right should not take the back seat just because carebears refuse to learn. You can have your cake, and you can even eat it by simply learning how (like the rest of us have to do) but you cannot take away my cake because you want it easy.


Maybe I miss understood you but to me your original post and thread topic read as "I'm a high sec pirate who wants to profit off those who have no interest in interacting with me. CCP keeps making it easier to for these "carebears" to avoid me by adding warnings and changing aggro mechanics that prevent me from cheesing them into a fight they can't win. Please remove the warnings and drone aggro changes so i can continue to grief the unwilling while taking zero risk myself. Blah, blah, WoW trigger word, blah, carebear"

If you want to talk about making high sec missions harder i'm 100% behind you. As an SoE lp blitzer i make far to much cash for far to little effort and risk. That effort and risk should NOT come from other players (that's what low/null are for) it should come from randomized triggers and dynamic ai fights.

Edit: it's also not fair for you to hide behind the guise of "well they should be more knowledgable of pvp mechanics". A missioner should not have to be knowledgable of all pvp mechanics in high sec, just like a pvper should not have to be knowledgable of all mission mechanics. Just because you enjoy pvp doesn't mean everyone does and just because some choose not to play with you does not make this a themepark game.
Oswald Bolke
Pator Tech School
Minmatar Republic
#486 - 2014-03-12 14:09:05 UTC  |  Edited by: Oswald Bolke
Natassia Krasnoo wrote:
Uhm....you just contradicted yourself. You want to take a sandbox and remove tools from that sandbox that others use for content creation. Essentially forcing others into your play style. That is a theme park.

So just another why can't everyone play my way thread.



yep you got it! another "PVP OR DIE!! PLEASE CCP FIX!!!!!" post. I'm kinda a little sick of the pvp snobbery post. I don't think anyone who is really space rich could say they made all that money purely blowing up ships all day. OP is again, advocating changes so there is "risk" involved in high sec activities. This might sound innocent, but lets stop and think who is going to be the "risk", and, why wouldn't you know! OP!...conflict of interest? You can bet your bottom dollar!
Fourteen Maken
Karma and Causality
#487 - 2014-03-12 14:12:19 UTC
hellokittyonline wrote:


1. NPCs need to be DIFFICULT. Make the NPCs fight like a seasoned PvPer would. Neuts, scrams, webs, transversal, and the utilization of range control. These NPCs should only target the aggressors and they should encourage your average carebear to actually learn how combat works.




I'm all for rewarding risk... but that one comment shows you're not looking for a fair fight just more advantages to make ganking noobs in mission sites even easier.

-1
Ronny Hugo
KarmaFleet
Goonswarm Federation
#488 - 2014-03-12 14:48:55 UTC  |  Edited by: Ronny Hugo
I have mixed feelings about original post, are you willing to pay CCP for losing all those that just want to play to relax and to be lazy? A huge portion of players don't want to put a thousand hours into becoming Eve Gods that know every little formula in the game that can calculate spreadsheets in their mind. If you make that the requirement for playing "your" game then you'll quickly find that you have to pay 900% more in subscription because the 90% of the most casual players go away. Who are you supposed to shoot when you have chased away all the targets from the game? Who are you going to shoot at when everyone will be better at eve than you? I think you'll make another thread when you get tricked and killed by mission-runners that you forced to learn the game.
Luwc
State War Academy
Caldari State
#489 - 2014-03-12 15:04:54 UTC
Fourteen Maken wrote:
hellokittyonline wrote:


1. NPCs need to be DIFFICULT. Make the NPCs fight like a seasoned PvPer would. Neuts, scrams, webs, transversal, and the utilization of range control. These NPCs should only target the aggressors and they should encourage your average carebear to actually learn how combat works.




I'm all for rewarding risk... but that one comment shows you're not looking for a fair fight just more advantages to make ganking noobs in mission sites even easier.

-1



What he said.

I love PVP and retrieving Empire Publord Tears.

There have been some valid points like making the rats more dangerous but everything else sounds a bit butthurt tbh.

http://hugelolcdn.com/i/267520.gif

Bohneik Itohn
10.K
#490 - 2014-03-12 15:57:14 UTC  |  Edited by: Bohneik Itohn
Read the first post. And I'm sorry, but there's 25 pages of 5-10 minute monologues. It would take me all day to read this thread.

So here is my excessively long post to add to the problem.

I think, OP, it would help to consider the type of player most mission grinders are. Most of them are never going to like PvP, have no interest in trying it, and prefer doing in video games exactly what they're doing: mindless grinding of ineffectual enemies. Because a part of Eve allows you to do this they try to ignore the rest of the game. Please remember that we all ignore certain aspects of the game. I ignore mission grinding unless I need station perks in a specific area or something from the LP store. I imagine you avoid it like the plague.

Edit: Here I should point out that you might also consider that the devs made, and keep, NPC's as boring and 1-dimensional as possible to encourage other players that DO wish to get more from their gameplay to look elsewhere for that dynamic experience. If the security missions were more interesting, that would just mean more people would spend more time grinding them because their overall appeal can reach a wider audience.

I know it's hard to believe that there are so many people who enjoy that, but they do. Those people were never going to leave high sec no matter how much they understood about game mechanics. Years ago they would've quit Eve after their first month, now they have something to keep them interested and you are provided with at least "some" content by their presence. Better than nothing? Ehh.... Debatable.

Low and null are empty, and WH space is WH space. This isn't because people can make a lot of money in high sec, it's because those players in high sec have no interest in USING the game mechanics required to survive and enjoy low, null, and elsewhere. It's not in their scope of what they call entertainment to begin with.


Now here's another problem: I said most.... So what's happening to the rest of the players who would potentially be interested in experiencing the rest of the game? They get driven away because they get griefed in their current gameplay experience while still trying to either wrap their head about how to get out into low and null without screwing themselves and making the game unenjoyable to them, or while trying to pad their purse so that they can get out there and learn by trial and error without, again, screwing themselves and making the game unenjoyable.

Sooo... Maybe the problem isn't that high sec income is broken, but you just suck at recruiting people to make even more in low?

These people already enjoy ratting, and there is plenty of ratting to be done in low. I travel through systems in low every day with 6-15 anomalies on the scanner, and nobody to be seen for several jumps. Why aren't you recruiting mission runners, taking them out there to rat, and introducing them to PvP mechanics from the inside of the system instead of beating them over the head with screwed up high sec mechanics from the outside?

You keep mentioning "my" sandbox "my" content "my" this and that. Guess what? PvE players also have the potential to be "Your" assets. You can get them to work for you and help support your style of gameplay and it would take less effort than high sec shenanigans. Ratters make great bait to pull in other PvPers in low. Having PvPers jump on you while you're ratting is a great POSITIVE motivator to learn about real PvP mechanics, and not high sec BS. Having people flip your cans in a security mission is just seen as a negative form of harassment by these players.


You keep saying these people should come out to low/null sec, but you offer them nothing for doing so. They don't see that you offer them training in interesting aspects of the game, they don't see that there is any benefit to living or even spending a moderate amount of time out there in comparison to the risks, and they don't see any reason to associate with anyone out in low/null whereas in high sec they have at least a little casual camaraderie with random people in local. All they see is just how much of a **** you can be without any provocation.

Potential recruits and new players are assets. You acquire them just like any other asset, and try to keep them. You can't steal players from high sec, you can't loot them, you can't chase them out of high sec. All you can do is chase them out of the game. Every player you chase out of the game is a lost asset. You protect every other asset associated with your account. Your ISK, your SP, your ship, your implants if you're not in a JC.

Don't ask why the nest stinks when you're the one that crapped in it. Clean it up or deal with it. Start encouraging and compelling players to enjoy PvP and low sec, and stop trying to force them. You can't force anyone to like anything about a video game, they always have the option to log off.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

hellokittyonline
Hellokitty's Online Adventure
The Conference
#491 - 2014-03-12 20:24:14 UTC
How are you guys still misrepresenting what I say? I'm not asking for a single mechanic that forces a carebear to PvP. I'm not asking for a single mechanic that gets me any more kills. I'm merely asking for balance. For instance when I say the rewards shouldn't be liquid isk, that doesn't necessarily mean TAKE AWAY ALL UR BOUNTIES, it could actually mean remove bounties and replace it with a combination of more loot and more LP.

I mean even the guy above me is obviously just responding to what he thinks the thread is about. He even said he didn't read it. "You keep saying these people should come out to low/null sec, but you offer them nothing for doing so." When did I say this? I never once said carebears should come out to low/null nor do I expect them to. I did however say that the rewards in mission should be in line with the risk, so there's actually incentive to go to low/null. That doesn't necessarily mean NERF MISSIONS SO CAREBEARS HAVE TO GO TO NULL and could very well mean add low/null content for those looking to make a living doing something other than shooting at ******* rats and asteroids.

Honestly it's hopeless. Almost every carebear that's posted in this thread has failed to see the forest for the trees. You pick one thing I say, only comprehend half of it, then post some ignorant bullshit about me looking for easy kills or trying to make you fight me.

Running missions is broken, too easy, too rewarding, doesn't require the carebear to learn a SINGLE DAMN THING about the game. I'm asking for the reward:difficulty ratio to be re-evaluated (which doesn't mean nerf missions, and could even mean make them more fun but of course you all will whine and cry that I'm asking to nerf your isk faucet). I'm also asking that CCP stops nerfing my profession because a bunch of entitled fuckwits are whining about risks that are 100% avoidable.

Honestly, by now, I should fully expect this level of idiocy. It is how I make my isk afterall.
Shampka
#492 - 2014-03-12 22:28:26 UTC
Lets be honest, this is just a bad idea. The game already has it's high risk environments, and NPC farming people are given the choice to play that way if they chose to have such a dull/specialized gaming experience.

As a seasoned PVPer myself, I think your idea of making rats fight like seasoned PvPers is one of the most insane ideas I've ever heard. A wide range of difficulties for rats already exists.

I think what you really want to do is remove people's ability to remain relatively safe from harassment without giving heavy hitting PvPers to make short work of the highsec pvp bears, who themselves chose to remain in highsec to avoid lowsec and nullsec level pvp risks... All the mechanics allowing you to harass noobs or pve players are already in place. There are better ways to spend CCPs energy than trying to please your interests in expanding your bullying of pve-specialized players.

As a mentor, I would also like to say that noobs already have a hard enough time in eve, it's the reason why Eve remains still a relatively niche game for the most part, with fairly poor retention of new players. In time, CCPs business model will have to expand to be able to retain casual individuals, and keeping game options relatively wide. The cult-ure of EvE will have to become more accepting of diverse player interests if it is to tap into a wider market.

Surely, there's no way your in game character represents anything about your real life self.

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#493 - 2014-03-12 23:12:36 UTC
hellokittyonline wrote:
PREFACE FOR PERSPECTIVE: I have made (and continue to make) all of my isk PvPing by baiting high-sec mission runners and stealing their ships. I use this isk to fund hellokittyonline's endless rampage in low-sec and PLEX my 3 accounts.

SKILLS MY PROFESSION REQUIRES THAT PVE DOESN'T:

1. People Skills - the socio-path-like ability to talk someone into doing something completely stupid

2. Knowledge of Game Mechanics - pinning a battleship with a frigate while tanking his entire lvl 4 mission (though this is much easier than it sounds... most of the time)

3. Creativity - because only an idiot would fall for that... right?

4. Risk Management - training 3 accounts and making a large initial investment so that you can execute a ridiculous scheme with no guarentee that this scheme will pay-out enough to plex said accounts or even pay for your initial investment.

THE PROBLEM: Far too many players are mindlessly farming NPCs in an all-but-0-risk environment and there is no longer any incentive for those players to enter a risky environment because they can make far too much bank with little-to-no knowledge about combat or game mechanics. Now this in and of itself wouldn't be a problem in your typical MMO but in EvE these actions slowly but surely dilute the sandbox aspect of the game as players are not required to use any creativity, knowledge, or people skills to move forward in the game. One merely has to play by themselves (IN AN MMO) for a few hours a day in order to afford pretty much anything they desire. Furthermore, the longer players have access to the I-Win button(s), the more subscriptions CCP stands to lose by taking it away (ie: balancing their game becomes a conflict of interest).

CCPs STANCE: Has been to continuously bubble-wrap the risk-averse making it increasingly difficult (in extremely superficial ways) for us content-creators to inject risk into their environment. EXAMPLES: Swapping ships with an orca was nerfed because we were killing too many mission runners, EHP of miners was buffed because we were suiciding too many miners, CONCORD was buffed because we were suiciding too many industrials, mission NPCs aggro mechanics were changed because we were stealing too many LEWTS, crimewatch (and the green safety) was added because too many players were dying inadvertently (even though it was already completely avoidable by simply understanding aggro mechanics). Even when CCP decides to throw us PvPers a bone (Faction Welfare) it all-but-immediately devolves into a cloaked, stabbed, farm-fest. Furthermore, when they add content for the PvEers (Incursions) the isk/hr is completely out of hand, liquid, and 100% riskless.

POSSIBLE SOLUTIONS:

1. NPCs need to be DIFFICULT. Make the NPCs fight like a seasoned PvPer would. Neuts, scrams, webs, transversal, and the utilization of range control. These NPCs should only target the aggressors and they should encourage your average carebear to actually learn how combat works.

2. Remove bounties. Rewards should 100% be in the form of a tangible item in the game that one can trade to another player for that players isk (or even, god-forbid, STEAL). Bounties inflate currency and line the lazy-mans pocket as no processing is required to get the value out of their time.

3. Incentivize risk-taking. Whether it be a risky market endeavor or a trip to low-sec for those "o so juicy ores" there needs to be incentives that involve risking an engagement with another player for our lovely sandbox to remain as such. Furthermore, the rewards for said endeavors need to fall in line with the risk involved.

4. Remove safety nets. The green safety, gate guns in low sec, warp core stabs on ships already small enough to escape almost anything, all need to go. The idea should be to incentivize knowledge of game mechanics, and player interaction, not solo-farming.

TL;DR - Make players have to learn about the game and its mechanics in order to be successful.

Disagree. Stop being risk averse yourself and go to null. There are mission runners there and you don't even have to convince them to let you engage them.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Kaarous Aldurald
Black Hydra Consortium.
#494 - 2014-03-13 00:01:40 UTC
Infinity Ziona wrote:

Disagree. Stop being risk averse yourself and go to null. There are mission runners there and you don't even have to convince them to let you engage them.


Your ignorance is beyond hilarious. The Rifterlings live in lowsec, and roam around outside their own territory frequently. I've come across kitty a few times myself.

You're only point is that you didn't bother to read it, or do any research. Which is par for the course for you, obviously, but I don't mind calling you out on your bullshit.

hellokittyonline wrote:
Honestly it's hopeless. Almost every carebear that's posted in this thread has failed to see the forest for the trees. You pick one thing I say, only comprehend half of it, then post some ignorant bullshit about me looking for easy kills or trying to make you fight me.

Running missions is broken, too easy, too rewarding, doesn't require the carebear to learn a SINGLE DAMN THING about the game. I'm asking for the reward:difficulty ratio to be re-evaluated (which doesn't mean nerf missions, and could even mean make them more fun but of course you all will whine and cry that I'm asking to nerf your isk faucet). I'm also asking that CCP stops nerfing my profession because a bunch of entitled fuckwits are whining about risks that are 100% avoidable.

Honestly, by now, I should fully expect this level of idiocy. It is how I make my isk afterall.


Welcome to dealing with carebears. Separating their self interest from their opinion really is asking too much. It's why they accuse you of doing it, afterall, because they cannot countenance someone making suggestions in honesty, without an ulterior motive.

A thief will always believe that another will steal, and all that.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Minty Aroma
Deep Core Mining Inc.
Caldari State
#495 - 2014-03-13 00:01:42 UTC
A few comments:

The Bad:

Bounties are a way of injecting money into the game. If all cash came from loot, and loot is sold from one player to another, no cash is injected. Meanwhile once a ship blows up, iskies are lost from the game. Therefore deflation would take place and a lot of people would not be able to afford anything. This would lead to you personally loosing all chance of gaining cash as they would not be flying nicely fitted ships. A simple understanding of economics would help you see why removing bounties is a bad idea.

Some of the safety nets are fairly ideal. IMO, EVE should be more newbie friendly whilst they are learning (especially when it comes to the first steps in pvp - the tutorial is crap at anything to do with pvp), but not at the detriment of the majority of players once they have learnt enough. Therefore I think the green safety is not a bad thing as it stops newbies from pew pewing people they would get concorded/security status hits for before they have even heard of Concord or sec status.

The Good:

Rats need to be a lot harder - really I think they should keep people on their toes and not just be a boring grind. I was an old WoW vet and I remember that game being a lot more fun when npcs could actually beat you as opposed to alphaing them in 2 shots, then rinse and repeat. EVE should take a lesson from WoW's mistakes!

Risk taking needs to be promoted a lot more - highsec has so little risk (as long as you're not a complete dipshit) and such a high reward. Either buff isk intake from low or null or nerf highsec (not stealthily!)
Weasel Leblanc
Center for Advanced Studies
Gallente Federation
#496 - 2014-03-13 09:58:34 UTC
hellokittyonline wrote:
1. NPCs need to be DIFFICULT. Make the NPCs fight like a seasoned PvPer would. Neuts, scrams, webs, transversal, and the utilization of range control. These NPCs should only target the aggressors and they should encourage your average carebear to actually learn how combat works.

2. Remove bounties. Rewards should 100% be in the form of a tangible item in the game that one can trade to another player for that players isk (or even, god-forbid, STEAL). Bounties inflate currency and line the lazy-mans pocket as no processing is required to get the value out of their time.

3. Incentivize risk-taking. Whether it be a risky market endeavor or a trip to low-sec for those "o so juicy ores" there needs to be incentives that involve risking an engagement with another player for our lovely sandbox to remain as such. Furthermore, the rewards for said endeavors need to fall in line with the risk involved.

4. Remove safety nets. The green safety, gate guns in low sec, warp core stabs on ships already small enough to escape almost anything, all need to go. The idea should be to incentivize knowledge of game mechanics, and player interaction, not solo-farming.

TL;DR - Make players have to learn about the game and its mechanics in order to be successful.

1- You're also proposing to lower the number of NPCs, right? Because with smart, hard NPCs at the current numbers, missions would be nothing but dogpiling competitions, and dogpiling competitions are boring messes that involve very little individual piloting skill.

2- Bounties could stand a nerf, yeah, but there need to be isk faucets to compete with the huge number of sinks in the game. Construction is a sink. PI setup is a sink. Cashing in LP for stuff to sell to your fellow players is a sink.

3- It really doesn't matter how much you try to incentivize bears. You're not going to get them to fly into your guns, because they know that your guns are there, and they know how vanishingly small their chances of victory are if you catch them, and they know that it's pretty damn hard to not get caught at gates if the camp is any good, and they sure as hell don't have the patience to hunt wormholes all day just to get into lowsec without hopping gates. Since cheap, disposable ships with a decent ability to evade gatecamps are lousy at most activities, and everything else is extremely likely to be a loss, flying into pewspace for reasons other than pewing other people will always be viewed (rightly) as a fool's wager.

4- Let me explain, individually, why removing each of the three things you called out as "safety nets" would be bad for your play experience.

Green safeties are there for the benefit of new kids who don't even realize Concord is a THING yet, let alone realize what will make space cops explode their ships. Getting Concordokened before having any understanding of why that happens causes new kids to not waste any more time on that awful game that can't be bothered to explain how to not get blown up by space cops, thus depriving you of potential targets.

Removing gate guns skews the odds at gatecamps even more in favor of the camper, thus making it even more of a fool's gamble to enter pewspace (even for would-be pewers, who have to use bigger dogpiles or jump fewer gates to avoid being on the losing end of the Gatecamp Equation), thus leaving you with even fewer people to shoot at.

WCS are a genuine problem... in Faction Warfare, due to the nature and layout of FW complexes, which is a problem that can be solved in numerous ways that don't involve removing WCS from the game. Outside of FW, they are a legitimate counter-fitting option with meaningful costs, which you can still beat out by using more scrams (it even takes two of their slots to counter your one). More to the point, they are a counter-fitting option that makes potential targets feel safer, thus making them less likely to view pewspace as a fool's wager, thus making more targets available to you. Sure, they're slippery targets, but that just makes it more satisfying to catch them.

All in all, I get the feeling that you don't have as much of an understanding of human psychology as you think.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#497 - 2014-03-13 10:14:58 UTC
This covers my reasoning for missions that cyno the runner into losec to run a mission before making their own way back. Give them the ability to actually arrive at the mission site ad they are far more likely to go there and then try to fight clear

There will be many other ways to get people to go to losec by choice. At the moment the perceived risk is too high for many ,if we find ways to either change that perception or give newer players the skills and confidence to challenge their own conceptions of losec we will see more players visiting and ultimately moving to losec.

None of this should come at the expense of the current balance though as many people have very valid reason for a hisec life.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#498 - 2014-03-13 12:39:15 UTC
Kaarous Aldurald wrote:
Infinity Ziona wrote:

Disagree. Stop being risk averse yourself and go to null. There are mission runners there and you don't even have to convince them to let you engage them.


Your ignorance is beyond hilarious. The Rifterlings live in lowsec, and roam around outside their own territory frequently. I've come across kitty a few times myself.

You're only point is that you didn't bother to read it, or do any research. Which is par for the course for you, obviously, but I don't mind calling you out on your bullshit.

hellokittyonline wrote:
Honestly it's hopeless. Almost every carebear that's posted in this thread has failed to see the forest for the trees. You pick one thing I say, only comprehend half of it, then post some ignorant bullshit about me looking for easy kills or trying to make you fight me.

Running missions is broken, too easy, too rewarding, doesn't require the carebear to learn a SINGLE DAMN THING about the game. I'm asking for the reward:difficulty ratio to be re-evaluated (which doesn't mean nerf missions, and could even mean make them more fun but of course you all will whine and cry that I'm asking to nerf your isk faucet). I'm also asking that CCP stops nerfing my profession because a bunch of entitled fuckwits are whining about risks that are 100% avoidable.

Honestly, by now, I should fully expect this level of idiocy. It is how I make my isk afterall.


Welcome to dealing with carebears. Separating their self interest from their opinion really is asking too much. It's why they accuse you of doing it, afterall, because they cannot countenance someone making suggestions in honesty, without an ulterior motive.

A thief will always believe that another will steal, and all that.

Interesting. So concord and suiciding is a low sec thing? You are wise beyond your years.


CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Aruyouni
Eire Engineers
#499 - 2014-03-13 14:04:11 UTC
I have come to the conclusion you don't understand the word sandbox.
Notorious Fellon
#500 - 2014-03-13 15:20:30 UTC  |  Edited by: Notorious Fellon
EVE is a game. People play games for FUN. Thus, they only hope of luring more people to low/null/wh space is to do one of the following:


  • Show them how much fun can be had in those places. YOU have to step up and do this. Stop being lazy.

  • CCP has to add new *fun* in low/null/wh space.


Notice how neither of those options including railroading people into a playstyle they do not find fun? Notice how neither of those options include taking away other people's fun?

OP: your suggestion is akin to me saying I want to destroy all the pvp fun in low and nullsec because there isn't enough targets flying through my wormholes. You obviously still take advantage of instant local so it would be unfair of me to force you to play in the sandbox the way I want you to play (in a WH). What is it that you are asking for? Oh right...

Crime, it is not a "career", it is a lifestyle.