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Ok, So Now Let's Balance Local Now To \0/\0/

Author
Arctic Estidal
Viziam
Amarr Empire
#101 - 2014-08-05 04:03:08 UTC
beatlebutt wrote:
IF you remove pilots showing up in local, you will see the game numbers drop to 1/10 they are now.



This is completely rubbish and there is no basis for this statement.

Local is the cause of many issues and is not consistent with the concept of EVE. Having a continual reporting system is the problem.
chao226
State Protectorate
Caldari State
#102 - 2014-08-05 09:58:40 UTC
personally I think that the addition of deployable structures is the answer here.

Create a deployable local structure similar to the ESS once deployed it will shift local into instant mode as it monitors all inbound activity. can be destroyed fairly easily when it is not present local acts like W-Space local. must be deployed away from POS ect so its fair game and can actually be attacked by small fleets.

I think this would result in alliances having core areas with local enabled and pockets of space without making for some interesting game play.

It would also add additional tactics to alliance warfare. i.e take out local so we can get our fleet in undetected.
Cearain
Plus 10 NV
#103 - 2014-08-05 12:07:27 UTC  |  Edited by: Cearain
Arctic Estidal wrote:
beatlebutt wrote:
IF you remove pilots showing up in local, you will see the game numbers drop to 1/10 they are now.



This is completely rubbish and there is no basis for this statement.

Local is the cause of many issues and is not consistent with the concept of EVE. Having a continual reporting system is the problem.



Wormholes support this claim.

Local has been in eve for a long time. There are some very vocal players who constantly post crying about how hard it makes ganking industrials and others. But at the end of the day eve players have a choice to play with no local. The overwhelming number of players reject that option. The vast majority of PvP happens in low and null sec. That is regardless of whether you go per player or per system.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#104 - 2014-08-05 12:55:56 UTC
You cannot make that claim either.

The difference between null-sec and W-space is not solely the absence of a local channel.


To be honest there is so much whining about change to the status quo that you will eventually just have a game like an X-universe (at least in null-sec) where PvE is the only option.

Anyone who plays for the competition and challenge of PvP will be in FW or will have left the game.

"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Cearain
Plus 10 NV
#105 - 2014-08-05 13:08:00 UTC
Master Sergeant MacRobert wrote:
You cannot make that claim either.

The difference between null-sec and W-space is not solely the absence of a local channel.


To be honest there is so much whining about change to the status quo that you will eventually just have a game like an X-universe (at least in null-sec) where PvE is the only option.

Anyone who plays for the competition and challenge of PvP will be in FW or will have left the game.



If no local really provided better PvP there would be allot more of it in wspace.

None of the other differences would keep players out. The PvP in wormholes is bad. You have insufficient Intel to make intelligent choices.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Ab'del Abu
Atlantis Ascendant
#106 - 2014-08-05 13:10:58 UTC
I like OP's idea, but I don't see it happening.

Imagine you could roam through nullsec; solo, with a small gang or evem a large fleet. Completely undetectable safe for people seing you on dscan or on grid. How exciting! I live in wormhole space, I can tell you it's great. That's how a space game should feel.

Ab'del Abu
Atlantis Ascendant
#107 - 2014-08-05 13:13:38 UTC
Cearain wrote:
Master Sergeant MacRobert wrote:
You cannot make that claim either.

The difference between null-sec and W-space is not solely the absence of a local channel.


To be honest there is so much whining about change to the status quo that you will eventually just have a game like an X-universe (at least in null-sec) where PvE is the only option.

Anyone who plays for the competition and challenge of PvP will be in FW or will have left the game.



If no local really provided better PvP there would be allot more of it in wspace.

None of the other differences would keep players out. The PvP in wormholes is bad. You have insufficient Intel to make intelligent choices.


There is less PVP in wormholes because there is less people. There are less people in wormholes because all you chickens have blobbed together in Nullsec. It's as simple as that, and I think it's OK.
Nikk Narrel
Moonlit Bonsai
#108 - 2014-08-05 13:39:16 UTC
Ab'del Abu wrote:
Cearain wrote:
Master Sergeant MacRobert wrote:
You cannot make that claim either.

The difference between null-sec and W-space is not solely the absence of a local channel.


To be honest there is so much whining about change to the status quo that you will eventually just have a game like an X-universe (at least in null-sec) where PvE is the only option.

Anyone who plays for the competition and challenge of PvP will be in FW or will have left the game.



If no local really provided better PvP there would be allot more of it in wspace.

None of the other differences would keep players out. The PvP in wormholes is bad. You have insufficient Intel to make intelligent choices.


There is less PVP in wormholes because there is less people. There are less people in wormholes because all you chickens have blobbed together in Nullsec. It's as simple as that, and I think it's OK.

I find the idea that null without local is constantly being compared to wormhole space, absurd.

Wormhole space =/= (null - local)

That's like comparing a city block with the lights out, to being like the wild jungle. Sure, neither has working streetlights, but this hardly makes them equals.
Akashi Suenobu
University of Caille
Gallente Federation
#109 - 2014-08-05 13:48:38 UTC
The effect this would have is negative. People would stop living in Null rather than deal with the nonsense of never knowing if you could trust the other people in the system or not. CCP is trying to get people into null, judging by the recent null industry changes, and they would never do something that would immediately cause a drain on the null population. This isn't 2003. We don't want an empty null.
Cearain
Plus 10 NV
#110 - 2014-08-05 13:59:00 UTC
Nikk Narrel wrote:
Ab'del Abu wrote:
Cearain wrote:
Master Sergeant MacRobert wrote:
You cannot make that claim either.

The difference between null-sec and W-space is not solely the absence of a local channel.


To be honest there is so much whining about change to the status quo that you will eventually just have a game like an X-universe (at least in null-sec) where PvE is the only option.

Anyone who plays for the competition and challenge of PvP will be in FW or will have left the game.



If no local really provided better PvP there would be allot more of it in wspace.

None of the other differences would keep players out. The PvP in wormholes is bad. You have insufficient Intel to make intelligent choices.


There is less PVP in wormholes because there is less people. There are less people in wormholes because all you chickens have blobbed together in Nullsec. It's as simple as that, and I think it's OK.

I find the idea that null without local is constantly being compared to wormhole space, absurd.

Wormhole space =/= (null - local)

That's like comparing a city block with the lights out, to being like the wild jungle. Sure, neither has working streetlights, but this hardly makes them equals.


You keep saying that but you never indicate why there is so little pvp in wormhole space. Here is the thing if no local made for better pvp many more people would live in wormholes. It doesn't matter that there is no market or that there are no medical clones or that you live out of a pos. If the pvp was better many more people would live there. But its not better, its worse.

This goes hand in hand with your inability to explain how local is important to finding good quality pvp. You simply don't know what you are talking about.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Ab'del Abu
Atlantis Ascendant
#111 - 2014-08-05 14:11:15 UTC
Nikk Narrel wrote:
Ab'del Abu wrote:
Cearain wrote:
Master Sergeant MacRobert wrote:
You cannot make that claim either.

The difference between null-sec and W-space is not solely the absence of a local channel.


To be honest there is so much whining about change to the status quo that you will eventually just have a game like an X-universe (at least in null-sec) where PvE is the only option.

Anyone who plays for the competition and challenge of PvP will be in FW or will have left the game.



If no local really provided better PvP there would be allot more of it in wspace.

None of the other differences would keep players out. The PvP in wormholes is bad. You have insufficient Intel to make intelligent choices.


There is less PVP in wormholes because there is less people. There are less people in wormholes because all you chickens have blobbed together in Nullsec. It's as simple as that, and I think it's OK.

I find the idea that null without local is constantly being compared to wormhole space, absurd.

Wormhole space =/= (null - local)

That's like comparing a city block with the lights out, to being like the wild jungle. Sure, neither has working streetlights, but this hardly makes them equals.


I agree. For all I care nullsec should def. not be made more similar to wormhole space (and vice versa), we like to feel special that way.

The way local is implented in null, it is indeed easy-mode, however. And spicing things up a little would be very interesting, especially with regard to ongoing discussions about occupancy sov etc.

Nikk Narrel
Moonlit Bonsai
#112 - 2014-08-05 15:00:42 UTC
Cearain wrote:
Nikk Narrel wrote:
I find the idea that null without local is constantly being compared to wormhole space, absurd.

Wormhole space =/= (null - local)

That's like comparing a city block with the lights out, to being like the wild jungle. Sure, neither has working streetlights, but this hardly makes them equals.


You keep saying that but you never indicate why there is so little pvp in wormhole space. Here is the thing if no local made for better pvp many more people would live in wormholes. It doesn't matter that there is no market or that there are no medical clones or that you live out of a pos. If the pvp was better many more people would live there. But its not better, its worse.


So little PvP in wormhole space?
It is probably attributable to the fact that the population in WH space is that much smaller.
Seriously, they don't run into each other by accident as often, and they tend to be more careful about their actions.

Why are their fewer people in WH space?
It is very inconvenient compared to regular space, since it is missing:

Live and stable gate connections to other sections of space, and between internal systems.
Outposts, NPC and player built both. This includes the sub category of med clones and jump clones as an additional difference.
The Market. Present in all it's glory, even if only stocked by player activity and some minor NPC items.
Cyno capability, both covert and regular.

Cearain wrote:
This goes hand in hand with your inability to explain how local is important to finding good quality pvp. You simply don't know what you are talking about.

Yeah, I can't say local helps find good quality PvP... at least, not how I would define good quality PvP.
How this is a failing to my argument is also a mystery.
All I see are consensual fights taking place, with genuine strategic targets often proving immune to persecution.
If you are keen on asking your opponent's permission first, good for you.

I also cannot explain bronies. Again, this seems to take away nothing from my points, but we somehow got on the topic of things I cannot explain...
Roll
Cearain
Plus 10 NV
#113 - 2014-08-05 15:38:10 UTC
Nikk Narrel wrote:
Cearain wrote:
Nikk Narrel wrote:
I find the idea that null without local is constantly being compared to wormhole space, absurd.

Wormhole space =/= (null - local)

That's like comparing a city block with the lights out, to being like the wild jungle. Sure, neither has working streetlights, but this hardly makes them equals.


You keep saying that but you never indicate why there is so little pvp in wormhole space. Here is the thing if no local made for better pvp many more people would live in wormholes. It doesn't matter that there is no market or that there are no medical clones or that you live out of a pos. If the pvp was better many more people would live there. But its not better, its worse.


So little PvP in wormhole space?
It is probably attributable to the fact that the population in WH space is that much smaller.
Seriously, they don't run into each other by accident as often, and they tend to be more careful about their actions.

Why are their fewer people in WH space?
It is very inconvenient compared to regular space, since it is missing:

Live and stable gate connections to other sections of space, and between internal systems.
Outposts, NPC and player built both. This includes the sub category of med clones and jump clones as an additional difference.
The Market. Present in all it's glory, even if only stocked by player activity and some minor NPC items.
Cyno capability, both covert and regular.

Cearain wrote:
This goes hand in hand with your inability to explain how local is important to finding good quality pvp. You simply don't know what you are talking about.

Yeah, I can't say local helps find good quality PvP... at least, not how I would define good quality PvP.
How this is a failing to my argument is also a mystery.
All I see are consensual fights taking place, with genuine strategic targets often proving immune to persecution.
If you are keen on asking your opponent's permission first, good for you.

I also cannot explain bronies. Again, this seems to take away nothing from my points, but we somehow got on the topic of things I cannot explain...
Roll


PvP is very low in wormhole space per person in wh space or system. However you want to break it down.

We both agree not many people want to go in wormhole space. You claim its because they don't have a market and you have to live in a pos. But really if the pvp were better it wouldn't matter. Its not like most pvpers in low or null sec completely rely on the markets in low or null sec.

Having a market or a station in system does not effect most of the actual pvp. Losing local does. That is why pvp in wormholes is bad, and few bother with it.

Why is low sec so full of people? Because you can find good quality pvp quickly. Local has allot to do with that.

If people want no local they can go in wormholes. But the vast majority prefer known space. Making all the space more like the space most people prefer not to play in is a bad idea.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Nikk Narrel
Moonlit Bonsai
#114 - 2014-08-05 15:57:32 UTC
Cearain wrote:
PvP is very low in wormhole space per person in wh space or system. However you want to break it down.

We both agree not many people want to go in wormhole space. You claim its because they don't have a market and you have to live in a pos. But really if the pvp were better it wouldn't matter. Its not like most pvpers in low or null sec completely rely on the markets in low or null sec.

Having a market or a station in system does not effect most of the actual pvp. Losing local does. That is why pvp in wormholes is bad, and few bother with it.

Why is low sec so full of people? Because you can find good quality pvp quickly. Local has allot to do with that.

If people want no local they can go in wormholes. But the vast majority prefer known space. Making all the space more like the space most people prefer not to play in is a bad idea.

Ok, point one... PvP occurrences based on accidental encounters, changes with population at far more than a 1:1 ratio.
Each player not present removes a chance from EVERY hostile potential, not just a single individual.
Conversely, in null, each player interested in PvP increases the chances to every hostile potential in range that they can have a mutual encounter.
Does local become the deciding point for these players?
ONLY if they are focused on strictly consensual encounters, and wish to effectively avoid PvP the rest of the time.

A supply chain is vital, and cannot be eliminated, for PvP actions. The absence of a market may not affect an individual pilot specifically, but those MUST have logistics in place that need to overcome far more obstacles than their null counterparts do.

You may not have transported that ship out, to replace your recent losses, but someone had to do it for you.
And it's a fairly safe bet the WH logi guy needed to be more diligent and resourceful than a pilot making a similar trip to null.
Mike Voidstar
Voidstar Free Flight Foundation
#115 - 2014-08-05 15:59:02 UTC
Arctic Estidal wrote:
Mike Voidstar wrote:
I see a constant complaint that local is effort free.

Then the ludicrous claim that well maintained Intel channels are too easy, or provide too much for the effort.


The intel channels run by alliances and coalitions are quick and easy for players to report, simply by dragging and dropping the player name, system etc. It takes two secs and you can have half of EVE aware of a neutral player or group moving through a system.

With larger groups the intel becomes very regular and detailed. This is not a bad thing and is developed by alliances and creates great content.

The issue is the local window broadcasting everyone in a system, their details, when they enter and when they leave. This is totally overpowered and eliminates content from EVE.

As soon as a neutral player enters a system occupied by an alliance member, the intel report goes up to the whole alliance and everyone within X jumps will move immediately to a safe or a station.

You can roam through null sec for hours not finding anyone unless they are AFK, a newbie or someone who wants a fight and brought 10 players with them.

Why is null sec stagnate = The Local Window is a big part of the issue.

Remove the Local Window and replace with deployables which provide limited range and time notification to the players in the system.

Have the system pull down reports on players after 1 min (or some other timeframe) instead of the current instant and cotinuous reporting process Local provides.


You are ignoring that Intel channels are entirely emergent, not a game mechanic. You don't want local removed, you seem to want an artificial mechanic that prevents several allied ships from being on grid at the same time. The problem seems to be that defense fleets form that are too large to handle, and that your PvP should only be the consensual fights that you choose because you can win.

Newsflash folks... People like stability. The entire point of owning space is so that you can make it safe for your own purposes. This isn't space- battlefield where it's nothing but pointless PvP all day. If we are going to attach consequences to explosions, then the successful player will mitigate losses however he can.

No one likes being the mouse. Outline a level of effort to be appropriate for the local functionality we have now, or let it go. PvP is already ludicrously weighted for the aggressor, you want to remove even the chance to evade an encounter from ships that are useless in combat and exist essentially as targets when not doing PvP--- which ends as soon as there is a non allied ship in system because of infinite hard tackle.
Cearain
Plus 10 NV
#116 - 2014-08-05 16:37:55 UTC
Nikk Narrel wrote:
Cearain wrote:
PvP is very low in wormhole space per person in wh space or system. However you want to break it down.

We both agree not many people want to go in wormhole space. You claim its because they don't have a market and you have to live in a pos. But really if the pvp were better it wouldn't matter. Its not like most pvpers in low or null sec completely rely on the markets in low or null sec.

Having a market or a station in system does not effect most of the actual pvp. Losing local does. That is why pvp in wormholes is bad, and few bother with it.

Why is low sec so full of people? Because you can find good quality pvp quickly. Local has allot to do with that.

If people want no local they can go in wormholes. But the vast majority prefer known space. Making all the space more like the space most people prefer not to play in is a bad idea.

Ok, point one... PvP occurrences based on accidental encounters, changes with population at far more than a 1:1 ratio.
Each player not present removes a chance from EVERY hostile potential, not just a single individual.


True enough and more people are now in low sec and null sec because the pvp is good. If the pvp were really better in wormholes they would be crowded. But the pvp sucks so they are empty.

Nikk Narrel wrote:

Does local become the deciding point for these players?
ONLY if they are focused on strictly consensual encounters, and wish to effectively avoid PvP the rest of the time.


Wrong and again it shows you don't know what you are talking about.

Nikk Narrel wrote:

A supply chain is vital, and cannot be eliminated, for PvP actions. The absence of a market may not affect an individual pilot specifically, but those MUST have logistics in place that need to overcome far more obstacles than their null counterparts do.

You may not have transported that ship out, to replace your recent losses, but someone had to do it for you.
And it's a fairly safe bet the WH logi guy needed to be more diligent and resourceful than a pilot making a similar trip to null.


I generally transport my own ships and mods to where ever I base. It's not that hard to do. Just about every corp has someone who can help with that if you are new.

Supplying a pos in a worm hole is not much different than supplying a low or null sec station or pos.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Nikk Narrel
Moonlit Bonsai
#117 - 2014-08-05 17:32:22 UTC
Cearain wrote:
Nikk Narrel
Ok, point one... PvP occurrences based on accidental encounters, changes with population at far more than a 1:1 ratio.
Each player not present removes a chance from EVERY hostile potential, not just a single individual.


True enough and more people are now in low sec and null sec because the pvp is good. If the pvp were really better in wormholes they would be crowded. But the pvp sucks so they are empty.

Uhhh, yeah... did you even follow what you just said?

The low population makes the PvP worse, and the population is low because the PvP is worse.

Now, I can stretch that to almost make sense, but you should probably stick to points with less circular logic.

Cearain wrote:
Nikk Narrel
Does local become the deciding point for these players?
ONLY if they are focused on strictly consensual encounters, and wish to effectively avoid PvP the rest of the time.


Wrong and again it shows you don't know what you are talking about.

I should point out, that if being able to choose when you fight is not important, then convenience aspects described as the difference between null and wormholes are pushed into higher significance.

Now, if you can explain how local does something other than offer the ability to avoid non-consensual PvP, in the context you claim that it promotes PvP, I would be interested.
Really, I would. I can set my ego aside, and seriously accept a valid argument, should you offer me one.

Cearain wrote:
Nikk Narrel
A supply chain is vital, and cannot be eliminated, for PvP actions. The absence of a market may not affect an individual pilot specifically, but those MUST have logistics in place that need to overcome far more obstacles than their null counterparts do.

You may not have transported that ship out, to replace your recent losses, but someone had to do it for you.
And it's a fairly safe bet the WH logi guy needed to be more diligent and resourceful than a pilot making a similar trip to null.


I generally transport my own ships and mods to where ever I base. It's not that hard to do. Just about every corp has someone who can help with that if you are new.

Supplying a pos in a worm hole is not much different than supplying a low or null sec station or pos.


Except, they can't just dump them into their outpost, and contract them out to players.
Assuming they has a POS with a ship storage online, they can dump them into that, and everyone uses the honor system.
Oh, and someone borrowing a ship with good intentions, (or even by mistake), is the same end result as theft, if you can't reship when you need to because it just isn't there to be used.
Entire game sessions can be lost, if you don't have the right tool for the job.
Cearain
Plus 10 NV
#118 - 2014-08-05 20:31:35 UTC  |  Edited by: Cearain
Nikk Narrel wrote:

Uhhh, yeah... did you even follow what you just said?

The low population makes the PvP worse, and the population is low because the PvP is worse.

Now, I can stretch that to almost make sense, but you should probably stick to points with less circular logic.


The logic is not circular. Changes to game mechanics made low sec a better place to pvp than null or wormhole space. So more people are in low sec. The fact that the effects snowball does not mean the reasoning is circular.

Nikk Narrel wrote:
Cearain wrote:
Nikk Narrel
Does local become the deciding point for these players?
ONLY if they are focused on strictly consensual encounters, and wish to effectively avoid PvP the rest of the time.


Wrong and again it shows you don't know what you are talking about.

I should point out, that if being able to choose when you fight is not important, then convenience aspects described as the difference between null and wormholes are pushed into higher significance.

Now, if you can explain how local does something other than offer the ability to avoid non-consensual PvP, in the context you claim that it promotes PvP, I would be interested.
Really, I would. I can set my ego aside, and seriously accept a valid argument, should you offer me one.


Ok here is one. Local helps because people can see if anyone is even in the system to pvp. Even if you are looking for a miner to gank this is helpful.

Nikk Narrel wrote:
Cearain wrote:


I generally transport my own ships and mods to where ever I base. It's not that hard to do. Just about every corp has someone who can help with that if you are new.

Supplying a pos in a worm hole is not much different than supplying a low or null sec station or pos.


Except, they can't just dump them into their outpost, and contract them out to players.
Assuming they has a POS with a ship storage online, they can dump them into that, and everyone uses the honor system.
Oh, and someone borrowing a ship with good intentions, (or even by mistake), is the same end result as theft, if you can't reship when you need to because it just isn't there to be used.
Entire game sessions can be lost, if you don't have the right tool for the job.


This is hardly a big deal. And it is not the reason why pvp is bad in wormholes. Allow contracts in poses and in wh space and wspace will still not even come close to the pvp low and null gets. On the other hand if you added local to wormholes (which I am not advocating btw because I like variety in eve) you would see much more pvp.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

James Amril-Kesh
Viziam
Amarr Empire
#119 - 2014-08-05 20:52:05 UTC
Arctic Estidal wrote:
This is completely rubbish and there is no basis for this statement.

And then you said:

Arctic Estidal wrote:
Local is the cause of many issues and is not consistent with the concept of EVE. Having a continual reporting system is the problem.

So I quote:

Arctic Estidal wrote:
This is completely rubbish and there is no basis for this statement.


This post seems to be self-referential.

Enjoying the rain today? ;)

James Amril-Kesh
Viziam
Amarr Empire
#120 - 2014-08-05 20:54:06 UTC
Master Sergeant MacRobert wrote:
You cannot make that claim either.

The difference between null-sec and W-space is not solely the absence of a local channel.

I continue to enjoy how you supporters of removing local only acknowledge this fact when it works in favor of your argument.

Enjoying the rain today? ;)