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CCP - Please Remove SOV - (Structures & Timers) aka "Training Wheels"

First post
Author
Snot Shot
Brutor Tribe
Minmatar Republic
#141 - 2014-07-29 13:43:02 UTC
Phaade wrote:
Ray Kyonhe wrote:
Snot Shot wrote:

You asked how Alliances would no longer be pinned under the weight of Coalitions in order to keep their space. Most Alliances fear losing their space simply because of the numbers, Super caps, and ridiculous amount of time and effort it takes to obtain space in Null Sec. Take that away and I bet many of them wouldn't put up with being the political hostages/puppets they currently are. If they want to commit and drop a Alliance Cap Station in a region then maybe they'd stick to a Coalition or simply risk it alone. Either way if they're strong enough they can simply stay in the region they're in now and farm/defend it as they normally do. If they can't, move to some where they can.

This is actually what drives policy in Eve and in real world - competition for resources to the death. Remove this and you'll get nullsec version of FW, where meaningless, kiddish fights lasts days and weeks without any reason, and mostly without any good planing and consideration. I like what nullsec resembles now - it's like a model of real world politics and power blocks, this is what adds flavor to the game world, make it differ from other projects.

And for those who don't like it there are always wormhole and NPC null spaces. What's wrong with them, actually? Why you should destroy such very distinguishing part of the game world if they can give you all you want?

I don't think there is nothing wrong with Sov. The mechanic is outdated and flawed, many words were typed on this regard. But there is no need to remove it, it needs to be fixed and rebalanced, asap.


What is this nonsense?

1) Because it ******* sucks.

2) It reflects nothing in the real world. I'm pretty sure a city doesn't just go into "reinforce mode" and become invulnerable after a couple buildings have been destroyed.

3) Small forces in the real world (like spec ops guys) are capable of impacting a nation / battlefield just as much as a large conventional force. This is not the case in Eve.

4) No, there is a complete lack of competition for resources because small forces can not impact the massive coalitions. So, carebears simply join the coalition and pay ISK for access to said resources. Which is ****. These guys arguably face less risk than hi sec miners.

5) FW fights are probably more important than the crap that happens in null sec most of the time.... which lately has been nothing. Your lack of knowledge regarding FW tactics is, well, hilarious. A lot of fights and campaigns well thought out. Some are not. Just because they are fast paced does not make them "kiddish."

Everything about Sov other than sovereignty per se is ****.

+1 Nice description.
.

Twitter = @Snot_Shot  - “If you don't stand for something, you'll fall for anything"

evesnotshot.blogspot.com

Benar Ellecon
Card games on MOTORCYCLES
#142 - 2014-07-29 17:53:41 UTC  |  Edited by: Benar Ellecon
CCP Fozzie you reading this thread?

I saw you replied to the "Changes to SOV..." thread, but not this one?

I would like to think you are watching, so what is your response to this very interesting idea?

I definitely like the idea of the Capital Station...awesome idea! I can see it in all its grandeur like a castle floating in the blackness of space just waiting for the siege to come!

+1 - Great idea.

Fly with your hair on FIRE!

Kinis Deren
Mosquito Squadron
D0GS OF WAR
#143 - 2014-07-29 20:17:23 UTC
+1 strongly supported.

Come on CCP, do it!Twisted
Ray Kyonhe
Aliastra
Gallente Federation
#144 - 2014-07-29 21:38:26 UTC  |  Edited by: Ray Kyonhe
Phaade wrote:

1) Because it ******* sucks.

Well, life sucks horribly. And one of the most hyped feature of Eve is that it sooo like a real life world.
Phaade wrote:

2) It reflects nothing in the real world. I'm pretty sure a city doesn't just go into "reinforce mode" and become invulnerable after a couple buildings have been destroyed.

When did you watch TV last time, like, in 1945? How many global wars you have seen after that one? Current world "sucks" horribly, from this point of view. Some arabian or africans unceasing brawlings on the outskirts of civilization, several serious crises happened when it seemed to almost ready to snap anytime - and thats about all. The real world is boring and relatively stable place devided by several powerblocks who don't engage each other directly but use some proxy petty nations, some clowns and maniacs from failed barely civilized states to do all the dirty work - just like it happens in Eve atm.
Phaade wrote:

3) Small forces in the real world (like spec ops guys) are capable of impacting a nation / battlefield just as much as a large conventional force. This is not the case in Eve.

Do you know why full plated knights ceased to exist at some point? And even in times they ruled the battlefield they never did it alone? Because it's much more effective to bring 5000 peasants with crossbows and longbows and pikes on the battlefield, as single arrow from crossbow or pike used right will end carreer of the knight. Anyone can get more than enough peasants, and if you lose 10k of them, you'll replenish them right away. This approach won't work for knights, so - needs much more training and equipment costs you a fortune. I thought Goons demonstatred how this work to Eve's playerbase pretty well. Shurely, peasanats will be more effective if supported by group of knights, but that group alone won't win any serious battle aside from rare lucky occurences.
Special forces don't win wars, they facilitate main operations by destroying infrastracture and disrupting logistics, by delivering crippling strikes behind the enemy lines - this shurely helps but won't win a war alone. I don't know why you mentioned it, as I don't argue that some space for smaller group should exist. I argue the necessity of removing sovereignty to make this space, like OP demands.
Phaade wrote:

4) No, there is a complete lack of competition for resources because small forces can not impact the massive coalitions. So, carebears simply join the coalition and pay ISK for access to said resources. Which is ****. These guys arguably face less risk than hi sec miners.

Yea, there was no single historical precedent of such situation in the whole lifespan of humanity[/sarcasmoff] Like there wasn't some particular Empire, which is effectively conquered most of the known (to them) world and crumbled eventually under its enourmous weight of vanity and corruption freeing some space for your ancestors, simple barbarians then (assuming you are a white european person, that is)
Phaade wrote:

5) FW fights are probably more important than the crap that happens in null sec most of the time.... which lately has been nothing. Your lack of knowledge regarding FW tactics is, well, hilarious. A lot of fights and campaigns well thought out. Some are not. Just because they are fast paced does not make them "kiddish."

I called them kiddish not just because of poor organization of events (and I didn't say all of them are crappy). The problem about FW is it's actually about nothing. Total zero, it's just a sandbox inside a sandbox, meaning a playground for "kids" (don't take it personally, I mean those only starting their way in PvP) without any serious consequences, wihtout any investments. One canno't simply go to nulls and claim a SOV. Renting helps a lot and still you often need to set some logistics and may be some POSes. And of course risk to lose some of these if something changes.

Well, I'm shure that FW was designed this way with this goal in mind - to allow place for easy and open for all PvP, to attract those PvP-shy players with good LP rewards and temp them taste a little of other type of content. But thats why it's about nothing - you drop from militia, and aside of standing losses (which most time even not an issue as using alts or FW universally recomended) you lose nothing. You fight for nothing, too - those system wide indexes is of no interest to general FW combatants, and their impact isn't so significant; and it's limited to FW systems only, there are other lowsecs to get away from it easly. Most of FW combatants care about LPs or about good fights, not about some strategy. Well, most of nullsec combatants too. But those actually can easly lose their space, and many mills of investments, at least. They have some real incentive to protect this particular place.

And in case of leaders it's even more true - FW leaders don't have any incentive to fight aside from fight itself at all (lets forget about RP element here, it's neglectable anyway). Nullsec SOV leaders risk huge amount of investments and past efforts made to get their space. They fight for real estate, for measurable wealth. And where some real estate and wealth cut in, there is a policy born. And as real world policy it most of the time full of boring and sordid stuff, but that what makes nulls unlike any other space in game.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Snot Shot
Brutor Tribe
Minmatar Republic
#145 - 2014-07-30 05:07:48 UTC
Ray Kyonhe wrote:
And in case of leaders it's even more true - FW leaders don't have any incentive to fight aside from fight itself at all (lets forget about RP element here, it's neglectable anyway). Nullsec SOV leaders risk huge amount of investments and past efforts made to get their space. They fight for real estate, for measurable wealth. And where some real estate and wealth cut in, there is a policy born. And as real world policy it most of the time full of boring and sordid stuff, but that what makes nulls unlike any other space in game.

I'd venture a guess that not too many people were drawn to this game because the heard about the diplomacy and boring stuff that "makes nulls unlike any other space in game". I think most of us play this game for all the other reasons that exist in the game other than that.

At the end of the day current SOV mechanics blow. They need to change drastically and even under the suggestion I make "diplomacy" would still thrive in EVE 0.0 and tbh would probably be more dynamic and many more "decision makers" involved since the long arm of Coalition leaders wouldn't be able to reach any way near as far as they can now. Local politics, and Regional politics would thrive.
.

Twitter = @Snot_Shot  - “If you don't stand for something, you'll fall for anything"

evesnotshot.blogspot.com

Dani Lizardov
TOP DAMAGE Ltd.
The Minions.
#146 - 2014-07-30 07:50:44 UTC
There is a problem in the sand box. CCP

I am playing for more then 4 years and I can remember when the login screen was showing 50-60k players online.
Now I see 20k some times 30k.

There is a problem with the sand box!
This problem is that in you sandbox CCP some players have build there sand castles and you can say they reached the end game.
Those people have nothing to do. Those people started to move to other games already.

CCP wake up! Do not let Eve Online die, because you are too afraid to touch something in the sand box.
CCP for the last 2 years you were on rescue mode. Since incarnia you did nothing but trying to "rescue" the game with small changes/fixes and re-balancing. You did only one good thing, that was low sec fix.
Two years! That is a long time to wait for something new in this game.

CCP it is time to change the rules! Its time to shake that sand box, and create new challenges.
CCP do not let eve online die, please.

It's a time for real Expansion CCP!
Ray Kyonhe
Aliastra
Gallente Federation
#147 - 2014-07-30 08:16:24 UTC
Dani Lizardov wrote:
There is a problem in the sand box. CCP
I am playing for more then 4 years and I can remember when the login screen was showing 50-60k players online.

I see 50k all the time at evening, and on holidays.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Dani Lizardov
TOP DAMAGE Ltd.
The Minions.
#148 - 2014-07-30 11:27:41 UTC
Ray Kyonhe wrote:
Dani Lizardov wrote:
There is a problem in the sand box. CCP
I am playing for more then 4 years and I can remember when the login screen was showing 50-60k players online.

I see 50k all the time at evening, and on holidays.



I do not know where are you looking, or what glasses are you using...
Check here: http://eve-offline.net/?server=tranquility
In the last year the server has not reached 40k.
Looks like server is most visited from 16:00 to 22:00 (6 hours) the rest of the day is under 30k.
Snot Shot
Brutor Tribe
Minmatar Republic
#149 - 2014-07-30 20:37:01 UTC
We've also been having some decent discussions on the Podsode podcast Sat and last night under Episode #224 and #225 ofthe attached: http://www.youtube.com/channel/UC-qtzGIdsEOT7kMcvXA2Jtw

Twitter = @Snot_Shot  - “If you don't stand for something, you'll fall for anything"

evesnotshot.blogspot.com

Teckos Pech
Hogyoku
Goonswarm Federation
#150 - 2014-07-30 22:59:39 UTC
Dani Lizardov wrote:
Ray Kyonhe wrote:
Dani Lizardov wrote:
There is a problem in the sand box. CCP
I am playing for more then 4 years and I can remember when the login screen was showing 50-60k players online.

I see 50k all the time at evening, and on holidays.



I do not know where are you looking, or what glasses are you using...
Check here: http://eve-offline.net/?server=tranquility
In the last year the server has not reached 40k.
Looks like server is most visited from 16:00 to 22:00 (6 hours) the rest of the day is under 30k.


In looking at the data, it appears to be somewhat rare to go over 40,000 for regular periods. Look at the weekly average average for all time.

The idea of seeing 50-60k regularly way back in the golden years is likely biased recall.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Alternative Splicing
Captain Content and The Contenteers
#151 - 2014-07-30 23:27:46 UTC  |  Edited by: Alternative Splicing
Ray Kyonhe wrote:
Nullsec SOV leaders risk huge amount of investments and past efforts made to get their space.


Change the tense on that, and you might just be correct. They currently risk nothing, which is understandable, as there is nothing to gain.

Sov nullsec people should look up to FW pilots; most of them actually know a thing or two about PvP and having fun.
Ray Kyonhe
Aliastra
Gallente Federation
#152 - 2014-07-31 08:26:27 UTC
Alternative Splicing wrote:
Ray Kyonhe wrote:
Nullsec SOV leaders risk huge amount of investments and past efforts made to get their space.

Change the tense on that, and you might just be correct. They currently risk nothing, which is understandable, as there is nothing to gain.

I'm talking about basic concept. I agree that something must be done about current SOV mechanivs, but no need to remove it completely.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Snot Shot
Brutor Tribe
Minmatar Republic
#153 - 2014-07-31 14:57:19 UTC
Ray Kyonhe wrote:
Alternative Splicing wrote:
Ray Kyonhe wrote:
Nullsec SOV leaders risk huge amount of investments and past efforts made to get their space.

Change the tense on that, and you might just be correct. They currently risk nothing, which is understandable, as there is nothing to gain.

I'm talking about basic concept. I agree that something must be done about current SOV mechanics, but no need to remove it completely.

Ray - The problem I see with the SOV changes everyone else is suggesting is that it’s simply changing out one "hamster wheel" for another one. Trying to force Alliance into having to stay in their space and run on a hamster wheel in order to keep the lights on and the isk flowing seems a little silly to me....Straight People are going to farm and defend it anyways or they wouldn’t be there or log in. Why do we need to install a requirement as to how much they need to farm it to keep it?

"Ohhh!! If you leave your space to go to war then it will power down and someone else will take it!!".........Ugh That’s even more reason for the CFC Alliances to stick together so they can keep 1 alt as their PvP toon during Coalition Ops, and another toon at home keeping the hamster wheel going.

There are some posts above relating to RL comparisons so I might as well make one here. If the majority, or even a portion of, a city or towns population were to go on the road to attack some distant land would that not allow wandering groups access to what was left exposed behind? Could the wandering group not simply climb the fence into the gardens and harvest all the crops? Could they not just go into houses and live in them as if they were their own? Could they not just roam the streets mugging the population left behind?

I'm just asking why there needs to be all these FW hamster wheels put in place that you need to run on in order to keep your space or all these HPs and Timers you'd need to fight through while no one is around to defend it. Isn’t living there, farming it, defending it, and such enough? Or am I missing the point of these hamster wheels everyone wants?
.

Twitter = @Snot_Shot  - “If you don't stand for something, you'll fall for anything"

evesnotshot.blogspot.com

Feyd Rautha Harkonnen
Doomheim
#154 - 2014-07-31 15:22:40 UTC
Nikk Narrel
Moonlit Bonsai
#155 - 2014-07-31 15:52:41 UTC
Feyd Rautha Harkonnen wrote:

I may be missing a detail or two, so I would ask for clarification.

POS's, those moon-orbiting, fuel-drinking, and shield wearing places where ships hide, but can still be seen if a pilot is present.
(As opposed to being hidden while docked in an outpost)

Are these to permit free access to all
OR
Are these capable of being planted by anyone in any system
OR
Are these now indestructible, but the one per moon limit no longer exists, etc.

I see a problem if the timers vanish from these, if a vested interest in claiming the space for your own station still exists.
(Attackers just figure out when the owners are asleep / offline and use this to overwhelm it)

I noticed Feyd's solution as well as Snot's mention these, but not much elaboration.
Snot Shot
Brutor Tribe
Minmatar Republic
#156 - 2014-07-31 16:39:07 UTC
Nikk Narrel wrote:
Feyd Rautha Harkonnen wrote:
I may be missing a detail or two, so I would ask for clarification.

POS's,

Are these to permit free access to all - No, owner sets standings as always. (SS)
OR

Are these capable of being planted by anyone in any system - Yes (SS)
OR

Are these now indestructible, but the one per moon limit no longer exists, etc. - No, the mecahincs around their destruction remain the same. Ref, timers, destroy etc. (SS).

Feyd - Good read. When you have a second examine what could be done game mechanics wise which would “stress” the out of game community that has developed within the CFC at this point. Currently they rely on each other to survive and will simply strive to make sure they have a work around established for every conceivable threat after any of the SOV changes other people are promoting.

Remove Jump bridges = CFC Alliances put Jump Clones in each main station of each CFC Alliance Region.

Remove Titan Bridges = CFC Alliances put Jump Clones in each main station of each CFC Alliance Region.

Remove Jump Drives = CFC Alliances put Jump Clones in each main station of each CFC Alliance Region and supports the Existing local CFC Alliances Capital fleet with massive SubCap blob.

32,000 members of CFC Alliances insure that they can always have enough PvP toons ready to Jump clone to assist a member Alliance while they have an alt at home to keep SOV up.

But they can’t defend everywhere! Well if that were the case we would see people attacking their space now but if you notice, diplomacy has solved all that. If many of the suggestions went through that people are talking about the only place that would burn would be the East. The RUS would get back together and the CFC would move East to destroy NCDot/Nulli while PL made a deal to save their own ass.

If TCUs, SBUs, Timers, and Docking rights go away you would actually see small pvp corps and Alliances move out to 0.0 stations and start using the space around it. A lot of these smaller Corps and Alliances are so good at PvP and harassment tactics that many of the CFC Alliances hiding behind the walls of HP, Timers, and Docking rights would crumble under the weight of this constant assault. The classic response of “adapt or die” would actually apply to Null Sec. The Alliances that held space in Null Sec would actually have to be good at the game to hold space.
.

Twitter = @Snot_Shot  - “If you don't stand for something, you'll fall for anything"

evesnotshot.blogspot.com

Feyd Rautha Harkonnen
Doomheim
#157 - 2014-07-31 20:56:02 UTC

I go from a base of thinking that sov v2.0 should harness individual greed and pursuit of ISK, in ways that are directly tied to driving ongoing conflict at the alliance level.

From that perspective I expanded on your 'capital station' concept with a 'home system' one, that gets buffs to ISK generation tied to it for alliance members (and not renters) through additional alliance system captures...

The thinking was that if you start with a big nerf bat to all null ISK generation, and then allow recovery of that ISK generation by individual alliances buffing their 'home' (and inner) systems through conquest, you then have inbuilt conflict between all alliances, and hopefully the death of 'coalitions' over time as individual greed trumps 'diplomacy'.

F
Maeltstome
Ten Thousand Days
#158 - 2014-08-01 08:36:31 UTC
I've only managed to get 5 or 6 pages into this but there seems to be some misunderstanding as to where the line of 'Game Mechanics' ends and 'Risk averse players' begins. Removing Sov doesn't make people want to fight more - the solution suggested would just lead to more people sitting docked up in stations.

Any solution needs to force people to spend more time in space - and making stations more accessible to everyone is not a good way to do that
Krakil Frostborn
Deep Core Mining Inc.
Caldari State
#159 - 2014-08-01 08:38:23 UTC
+1
Nikk Narrel
Moonlit Bonsai
#160 - 2014-08-01 13:24:54 UTC
Maeltstome wrote:
I've only managed to get 5 or 6 pages into this but there seems to be some misunderstanding as to where the line of 'Game Mechanics' ends and 'Risk averse players' begins. Removing Sov doesn't make people want to fight more - the solution suggested would just lead to more people sitting docked up in stations.

Any solution needs to force people to spend more time in space - and making stations more accessible to everyone is not a good way to do that

See, I think you misunderstand a point on this.

Absolutely nothing will MAKE people want to fight more. The risk averse will always have an excuse to avoid this.
So we can safely say that won't change.

What it will invite, is more opportunity, not blocked by numbingly effective leverage that stops attempts to reach desired targets before they see any light at the end of the tunnel.

Sure, a gate camp is great for defense.
But this is a game we are playing. Those ships you stopped? They were going to play with your allies, but instead of your allies preparing to play spaceships, they sent a few gatecamp volunteers and played space-farm instead.

As the obvious happens, and players adapt, it becomes accepted that the space farmers can't be touched, and they stop even being able to handle hostile presence at all.

Somewhere the idea that we want to shoot at each other has been misplaced, by a mockery of real world survival instincts, and we are avoiding interaction as if this was not a game at all.