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The 4.7%: Wardecs with a Purpose

Author
Basil Pupkin
Republic Military School
#181 - 2014-11-21 13:02:54 UTC
Black Pedro wrote:
This is not wrong. This is the game design. Please re-read my previous post as this was my main point. The risk is all on the person making the reward, in this case the defending corp.

The actual in-space mechanics of a war are exactly the same for each side, so it is balanced as anything else is in Eve.

If you have the assets, it is your job to defend them. If it was impossible to defend them, then you might have a case that the system is broken, but it is not - there are plenty of ways to defend your corp. If you want to reap the rewards, you have to accept the responsibility of defending them from all-comers.

You just fell from sophism to plain bs, my friend.
When others make the reward, they must take the risk, fine! It's not the problem, don't make me repeat myself 7th time.
The problem is that making risk for them is risk-less for you, and it's not game design, it's a rule which is poorly balanced for no good reason. The mechanics is not the same, as one side has the ability to fight without exposure, and the other one does not, which makes it unbalanced, and no reward at certain death risk for defender make it meaningless for one side.


Black Pedro wrote:
I seem unable to make my self clear so let me try one more time. There is no such thing as a "grief dec" a wardec is a wardec is a wardec. You claim to be fine with "balanced" wardecs but seem only able to accept that they are balanced if there is a "level playing field" between each side. That is not Eve. There is no way to balance wardecs such that the defender is always able to do something meaningful to "get back at" the attacker. Some opponents are going to be too strong, too organized, too wealthy, or too numerous for you ever to do anything meaningful to. Does that mean you and your ISK-printing activities should be immune from their influence because it is "not fair"?

Current war dec is a grief dec, and I explained at least 3 times why, and to my argumentation you answer with "a wardec is a wardec is a wardec" point, "That is not Eve" point, and "They must not be able to get back at me" point, which is just ridiculous, I beg you to stop this, before I am unable to contain my urge to humiliate.
If there are no meaningful choice in a mechanic, means this mechanic is bad and must be removed - like clone grades in Rhea (which I wholeheartedly support)! But please note I'm not in favor of removing war decs, because I believe they can be made better.
And, again, I never once said "fair", I never once said "perfectly balanced", I stated it clearly that I want them to be "more balanced than they are now", which is definitely possible and healthy, and "defender must have meaningful options to take", like ability to increase cost for the attackers, mitigate the absolute risk grief dec brings, and at least some incentive to use those options - the carrot, so to speak, because there are reasons why stick-only systems never work.


Black Pedro wrote:
I am all for mechanisms that give new and small players a chance to get established - and there are plenty already for the little guy to skirt around the influence of the big boys and still play the game. Even more could be added or changed to make things more engaging ore even encourage meaningful wars between more equal opponents. And I agree that there is not enough reward for being in a player corp and that rolling a corp is a stupid mechanism that needs to be fixed. But Eve is fundamentally designed as a competitive sandbox so if you are going to compete, you need to accept that others are going to try to stop you. Those others might be equal in power to you, or they might not, but ultimately it is you who have take responsibility for your assets.

And to your last question, you can always mitigate your risk to wardecs completely by just dropping to an NPC corp and continuing your "play-style" unmolested (albeit at reduced rewards). That is, and always should be an option.

Having new players established has nothing to do with the topic imo.
Rolling corp is a normal mechanism, and it doesn't need to be fixed. My comments on "stupid" were its usage to avoid wars (you may check how much wars Basil went thru without rolling corp btw), but as there are no other meaningful steps to take, players are forced to resort to stupid.
You really make me repeat myself 7th time. This time I will try to talk in reta...(khm) simple language. See what you're doing to me?

1) I do not ask for removal of war dec mechanics.
2) I do not ask for "fair", "equal", etc.
3) I ask you to not assume that eve for you is what eve for everyone is, no self-entitlement please. If you think it's "designed for something", it's not true. Even if it's true, that something can always be changed with ongoing design effort, so claiming "eve is X" is wrong no matter what X is.
4) The current grief dec mechanics is not balanced on the only scale that matters - risk/reward. Creating risk for defender costs almost nothing, brings infinite risk, and no reward, while attacker has no risk at all, and all the reward he's willing to claim. Avoiding it is rational choice, because...
5) The current grief dec mechanics is meaningless. Let's say defender picks up the glove, fleets up, and... what now? Or defender brings allies, they fleet up, and... what now? Nothing. Attackers got nothing to protect, they sit at undock, and dock up should anyone appear nearby. Or, if they can, wreck that fleet for pure griefing fun and extend the grief dec for another decade. This makes fighting irrational, and people are mostly rational (I have doubts about you currently, but still trying to reason so far).
5) I do not ask for perfect system. But it can surely be improved, surely there is a way to introduce meaningful decisions, surely there is a way to make it more meaningful and more balanced, and surely doing this would be a boon, so why not? Are you that afraid of risk?

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Black Pedro
Mine.
#182 - 2014-11-21 13:15:49 UTC  |  Edited by: Black Pedro
Basil Pupkin wrote:

Having new players established has nothing to do with the topic imo. [rest truncated]


We are apparently talking past one another.

Best of luck on your campaign to remove "grief" from the wardec mechanic.
Basil Pupkin
Republic Military School
#183 - 2014-11-21 13:22:24 UTC
Kagura Nikon wrote:


We are forced to make isk..


Or you can buy PLEX and grief dec someone for 4 months.
Nobody is forcing you.

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Basil Pupkin
Republic Military School
#184 - 2014-11-21 13:24:30 UTC
Black Pedro wrote:
Basil Pupkin wrote:

Having new players established has nothing to do with the topic imo. [rest truncated]


We are apparently talking past one another.

Best of luck on your campaign to remove "grief" from the wardec mechanic.


All the talk of "establishment" is just increasing the relative "screwedness" of whoever you see as "non-established" so they hurry up and make a nice easy little riskless targets for you.

You were talking pure nonsense, not past me.

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Jenn aSide
Soul Machines
The Initiative.
#185 - 2014-11-21 13:36:28 UTC
Gully Alex Foyle wrote:
Jenn aSide wrote:
Gully Alex Foyle wrote:


But why should a group of friends that love doing PVE in highsec together, but don't enjoy PVP, be forced into it by anyone with 50Mil ISK?


Because in EVE, doing PVE means you are having an affect on other people EVERY unit of ore a miner mines lowers the value of everyone else's ore. EVERY item gain via mission runner loyalty points does the same thing etc etc.

The price for being able to negatively affect everyone else (as oppose to some kind of offline or single player game, which EVE isn't) is that others get to affect YOU. The potential for Wars, awoxing, suiced ganking bumping etc is the price you pay for participating in an activity that affects other people.

It's simple outside of high sec, people just shoot you to shut you down, but in high sec their are all these special rules, so the 'high sec player' thinks EVE doesn't apply to him. He's wrong.

I've aid in the past, I'm all for an 'oberserve' mode in high sec. Total invulnerabilty so long as the pilot can do nothing that impacts another player. The second that player does something that affects another, invulnerablty gone...forever.
This is correct, naturally.

But currently there's no scaling. Any corp can be decced and forced into the exact same 'open PVP' situation, whether they're dominating the incursion running community (significant effect on other people's ISK-making ability) or they're just inefficiently mining in 3 barges without orca boosts (non-zero, but still laughable effect on New Eden).


That's why I'm one of the guys in favor of a two-step approach:

1. Form a Tier-1 Corp, get a common name, chat channel, maybe corp contracts

2. Upgrade to a Tier-2 Corp, get offices & hangars, the ability to collaborate in industry, the ability to anchor stuff in space and all the rest

Possibly also put a tax on Tier-1's income or, even better, a bonus to Tier-2's (carrots are more fun than sticks, though you'd probably also need an overall nerf to 'base' income from highsec activities to balance the bonus effect).



So Tier-1 dudes can take a more casual approach to the game, have fun as a group with an identity, just look out for gankers. No wardecs.

If you DECIDE to have a stronger presence in the game, you upgrade to Tier-2 and willingly put yourself at risk of being attacked and have your activities disrupted.


Because the issue now is about expectations, I think. If you're just another small highsec corp, you can easily play for months without anybody noticing you. You mind your (relatively) safe highsec business. Then one day, you get wardecced and suddenly everything changes.

People go from 99% safety to 0% safety and I can understand it's quite confusing.

Draw a clear line between 'casual' and 'full benefit' play, then you can make it easier to wardec the Tier-2 corps and harder for people to evade them (penalties for dropping a Tier-2 corp during a wardec, etc....).


No

If players want 'an identity', they join a corp and part of the cost of doing that is potential war.

This game should not be catering to 'casual', it's already playable 'casually' by people who live all over (low sec, for example, is easy to be 'casual' in because you can never be bubble or denied station access)

In the same way I am a PVE player but understand that the core of the game is PVP (and adapt myself to this reality accordingly), the 'solo/casual' player should understand that this is a game where you CAN go solo or casual, but you'd get better benefit from being more social and devoting more time to the game. Changing the focus of the game to cater to people who aren't even fully invested, in the name of money (ie hoping for more subscriptions) is a recipe for disaster.\

Every game I've played (MMO or not) that tried to cater to the casual crowd (starting with Mech4) ended up not doing well. There was a reason why there was an 11 year gap between the last mech4 expansion and the launch of mechwwarrior online, and I'd rather not go through that kind of thing with EVE. Niche games should 'cater' to it's niche community 1st and let everything else just be icing on the cake.
Basil Pupkin
Republic Military School
#186 - 2014-11-21 13:40:37 UTC
Gully Alex Foyle wrote:
This is correct, naturally.

But currently there's no scaling. Any corp can be decced and forced into the exact same 'open PVP' situation, whether they're dominating the incursion running community (significant effect on other people's ISK-making ability) or they're just inefficiently mining in 3 barges without orca boosts (non-zero, but still laughable effect on New Eden).


That's why I'm one of the guys in favor of a two-step approach:

1. Form a Tier-1 Corp, get a common name, chat channel, maybe corp contracts

2. Upgrade to a Tier-2 Corp, get offices & hangars, the ability to collaborate in industry, the ability to anchor stuff in space and all the rest

Possibly also put a tax on Tier-1's income or, even better, a bonus to Tier-2's (carrots are more fun than sticks, though you'd probably also need an overall nerf to 'base' income from highsec activities to balance the bonus effect).

A stick is a stick if you hit people with it, even if it's painted orange, has weed coming out of 1 side, and big red letter saying 'carrot'.
Your stick is hitting Tier-1 players and won't work.


Gully Alex Foyle wrote:
So Tier-1 dudes can take a more casual approach to the game, have fun as a group with an identity, just look out for gankers. No wardecs.

If you DECIDE to have a stronger presence in the game, you upgrade to Tier-2 and willingly put yourself at risk of being attacked and have your activities disrupted.


Because the issue now is about expectations, I think. If you're just another small highsec corp, you can easily play for months without anybody noticing you. You mind your (relatively) safe highsec business. Then one day, you get wardecced and suddenly everything changes.

People go from 99% safety to 0% safety and I can understand it's quite confusing.

Draw a clear line between 'casual' and 'full benefit' play, then you can make it easier to wardec the Tier-2 corps and harder for people to evade them (penalties for dropping a Tier-2 corp during a wardec, etc....).


The entire approach is unfair in basis that some playstyles, not necessarily more profitable or impacting ones, can only be done in "Tier-2", so you're sticking it up to all the people doing them "go Tier-2". There are no carrots here, and sticks won't do.

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Gillia Winddancer
Aliastra
Gallente Federation
#187 - 2014-11-21 13:51:49 UTC
Veers Belvar wrote:
Gillia Winddancer wrote:
Gully Alex Foyle wrote:
Gillia Winddancer wrote:
Only way to solve it is to discourage running away because, you know, consequences of being in a corp to begin with AND give an incentive to fight back whilst adding an appropriate degree of risk to attackers.
Remember this is a game and people simply want to have fun.

If a guy doesn't have fun PVPing, he won't PVP. Period. No use 'discouraging' him to run or giving him 'incentives' to fight.

I think EVE should welcome non-PVPers, expose them to non-zero risk even in highsec (ganks), but not force them (nor futily attempt to 'coax' them) to engage in 'open PVP' if that's not their cup of tea.


Sorry but that will not do in EVE. Player interactions go both ways. Why should you be totally safe just because you are an industrialist? PVP is a part of EVE, for some more than others. Industrialists must accept the fact that some days you can do whatever in relative peace whilst other days you will be under attack for whatever reason.

This is why a middle ground is needed.


There is no way to force people to PvP. They can always dock up and play on alts. The most your wars can do is force someone to play on alts, not force them to PvP with you without CONCORD support.


If people want to dock up then they dock up. The whole point of my suggestion is not to force people to fight, however there should also be consequences trying to escape wars altogether, since you know, if you are in a player corp then you also have to accept the risks of being attacked. Can't eat the cake and keep it and all that. On the other hand, the bounty that attackers place on themselves is the means that defenders can use in order to win, should they decide to actually fight back.

afkalt
Republic Military School
Minmatar Republic
#188 - 2014-11-21 13:56:33 UTC  |  Edited by: afkalt
I'd feel safer shooting the PL T3 slowboating to a gate than undocking into a wardec in high sec.

Back when I used to live in high sec, my war contingency was a jump clone and and small ship outposts in low and npc null - plan was if I ever got decced I'd simply hop down there and see if they followed. Never did get wardecced to test it though, but I suspect they'd never have followed - too many people in that neck of the woods who shoot back Smile
Basil Pupkin
Republic Military School
#189 - 2014-11-21 14:15:14 UTC
Gillia Winddancer wrote:

If people want to dock up then they dock up. The whole point of my suggestion is not to force people to fight, however there should also be consequences trying to escape wars altogether, since you know, if you are in a player corp then you also have to accept the risks of being attacked. Can't eat the cake and keep it and all that. On the other hand, the bounty that attackers place on themselves is the means that defenders can use in order to win, should they decide to actually fight back.


If people are forced to dock up then they dock up.
Like I said, your bounty will never be collected, ever. No matter how much dps you have, if your application is zero, you may consider your dreadnought a glorified freighter.
Ok here's a starting point: Attackers are sitting on undock at Jita. Now please give me a scenario in which at least 1 ISK of bounty can be collected by defender.
So right now in a grief dec attackers eat the cake, and defenders get it digested, and it will be even worse with your proposal, period.

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Jenn aSide
Soul Machines
The Initiative.
#190 - 2014-11-21 14:30:15 UTC
Gillia Winddancer wrote:


If people want to dock up then they dock up. The whole point of my suggestion is not to force people to fight, however there should also be consequences trying to escape wars altogether, since you know, if you are in a player corp then you also have to accept the risks of being attacked. Can't eat the cake and keep it and all that. On the other hand, the bounty that attackers place on themselves is the means that defenders can use in order to win, should they decide to actually fight back.



At the end of the day, "have your cake and eat it too" is what I find so disgusting and disingenuous about certain ways of thinking here. People advocating for more safety, coddling and hand-holding (in a consequence-less video game) are simply displaying 'advantage seeking' behavior It's just a rotten way to be in a game, even if it's understandably human.
Kaarous Aldurald
Black Hydra Consortium.
#191 - 2014-11-21 14:47:10 UTC  |  Edited by: Kaarous Aldurald
Basil Pupkin wrote:

The problem is that making risk for them is risk-less for you, and it's not game design, it's a rule which is poorly balanced for no good reason. The mechanics is not the same, as one side has the ability to fight without exposure, and the other one does not, which makes it unbalanced, and no reward at certain death risk for defender make it meaningless for one side.


It is not, nor is it ever risk-less for the aggressor unless the defender is a total failure at this game.

All the crap you claim that the aggressor does, the defender is not magically forbidden from doing. You can use logi, you can play station games, and you can use links and scouts.

There is absolutely no game mechanic preventing the defender from doing exactly the same thing to the aggressor that is being done to them.

Only their failures as players do that.

Hell, when you get right down to it, the mechanics are greatly unbalanced in favor of the defender of a wardec, since they can pull allies for free in functionally unlimited number, and have 100% control over whether the war happens at all.

You're just trying to disguise the fact that because some people are hilariously bad at EVE, you want the mechanics to be even more brokenly unbalanced in their favor.

**** no.

"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.

PotatoOverdose
School of Applied Knowledge
Caldari State
#192 - 2014-11-21 14:52:57 UTC
Kaarous Aldurald wrote:

unless the defender is a total failure at this game.

So, the vast majority of hisec in general and new players in particular. Got it.
Kaarous Aldurald
Black Hydra Consortium.
#193 - 2014-11-21 14:54:32 UTC
PotatoOverdose wrote:
Kaarous Aldurald wrote:

unless the defender is a total failure at this game.

So, the vast majority of hisec in general and new players in particular. Got it.


The solution sure isn't to provide mechanics that enable and encourage never learning to play. That just makes them eternal victims.

"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.

Jvpiter
Science and Trade Institute
Caldari State
#194 - 2014-11-21 15:08:28 UTC
Aeryn Maricadie wrote:


Local makes the game too Safe



Go live in a wormhole.


Call me Joe.

Basil Pupkin
Republic Military School
#195 - 2014-11-21 15:11:26 UTC  |  Edited by: Basil Pupkin
Kaarous Aldurald wrote:
It is not, nor is it ever risk-less for the aggressor unless the defender is a total failure at this game.

Aggressor picks the defender which cannot fight back and grief decs him, then surprised he doesn't fight back and calls him "a total failure at MY game".
You picked him to have no risk, that's why you have no risk. Pick better ones!

Kaarous Aldurald wrote:
All the crap you claim that the aggressor does, the defender is not magically forbidden from doing. You can use logi, you can play station games, and you can use links and scouts. There is absolutely no game mechanic preventing the defender from doing exactly the same thing to the aggressor that is being done to them.

Except grief deccer's playstyle exposes no assets and makes him effectively invulnerable, and defender's doesn't, and even if he adopts grief deccer's methods, he achieves nothing.
All the while, defender is non-magically forbidden from doing anything he does.

Kaarous Aldurald wrote:
Only their failures as players do that.

If they fail to take rational choice like docking up or rolling, well, they got what the deserved, no argument here.

Kaarous Aldurald wrote:
Hell, when you get right down to it, the mechanics are greatly unbalanced in favor of the defender of a wardec, since they can pull allies for free in functionally unlimited number, and have 100% control over whether the war happens at all.

This argument's stupidity is getting boring.
Pulling allies for free, and what can allies do to the invulnerable attacker? Same thing defender itself can - NOTHING. Aside from scaring your risk-averse butt to death, because you cry non-stop about that allies mechanics, like it ever did something (it really is useless because grief deccer is invulnerable currently).
Is there even a point in crying, or even spewing complete bull crap about bias, when the said bias gives you invulnerability?

Kaarous Aldurald wrote:
You're just trying to disguise the fact that because some people are hilariously bad at EVE, you want the mechanics to be even more brokenly unbalanced in their favor.

**** no.

Yes, some people are hilariously bad at EVE. Their name is grief deccers, and quite oppositely from your insinuation, I want the mechanics to stop giving them invulnerability and incredible favor they enjoy right now.


All right, this was a response to an obvious stupid troll post, I wasn't being really serious there. Now, for the serious part.

I'm not actually a fan of "infinite allies" mechanics those risk-averse want-pew-in-hisec-because-lowsec-scary bunnies are crying and crying and crying non-stop about, overheating their rapid tear launchers, and popping whineosural beacons whenever there is something approaching the grief dec topic; even though that system is non-functional and never seen actual use. So take it away for all I care, it's just as meaningless as a grief dec is. None of the wars I had used that system, and due to meaninglessness and invulnerability of the grief deccer I never saw a point in using it.
That said, I can imagine it being abused, should the invulnerability be taken away from the grief deccer (my god, that is just one step away from actual war, scary!!!). So take it. Modify it, remove it, tinker with it, give CCP a proposal! I don't mind war decs as long as they aren't grief dec from invulnerable grief deccer, even if I can't call in allies at all, or have to make them war dec the grief deccer and expose themselves equally.

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Gillia Winddancer
Aliastra
Gallente Federation
#196 - 2014-11-21 15:11:33 UTC
Basil Pupkin wrote:
Gillia Winddancer wrote:

If people want to dock up then they dock up. The whole point of my suggestion is not to force people to fight, however there should also be consequences trying to escape wars altogether, since you know, if you are in a player corp then you also have to accept the risks of being attacked. Can't eat the cake and keep it and all that. On the other hand, the bounty that attackers place on themselves is the means that defenders can use in order to win, should they decide to actually fight back.


If people are forced to dock up then they dock up.
Like I said, your bounty will never be collected, ever. No matter how much dps you have, if your application is zero, you may consider your dreadnought a glorified freighter.
Ok here's a starting point: Attackers are sitting on undock at Jita. Now please give me a scenario in which at least 1 ISK of bounty can be collected by defender.
So right now in a grief dec attackers eat the cake, and defenders get it digested, and it will be even worse with your proposal, period.


Corp A deccs Corp B . Corp A pays a fee based on value and rating difference between A and B. This fee is the placed as a corp bounty on A that only B can collect. Let's say that A has a fairly higher value compared to B. More players, T2 and T3 ships etc.

Due to this difference, A will lose rating for each kill while B will gain.

The rest is virtually the same as it is now. If defenders want to stay docked in Jita or rally out is irrelevant. Docking games is a separate issue. However let us say just for this example they do rally out to fight. Maybe they are outnumbered, maybe they are not. Regardless of the outcome they get a couple of kills which incidentally involve a T3 ship. It has happened before and can happen at any given time. The whole bounty fee ends up being paid three times over for that one against all odds T3 kill and the defenders win the war. The attackers could not continue paying the pre-set cycling wardec fees due to that one highly value loss. Had the attackers camped with cheap frigs the fight would probably have still been on but with defenders having a much bigger chance of winning. In any case, defenders win, get a rating boost, making it even more costly for low rating/stronger corps to attack.

B could choose to stay camped of course. Whilst that won't win the war, it will steadily affect the rating of the attackers. On the flip-side B can't get much done during this time. A fair trade-off which did not exist before.
Prince Kobol
#197 - 2014-11-21 15:12:47 UTC
Kaarous Aldurald wrote:
PotatoOverdose wrote:
Kaarous Aldurald wrote:

unless the defender is a total failure at this game.

So, the vast majority of hisec in general and new players in particular. Got it.


The solution sure isn't to provide mechanics that enable and encourage never learning to play. That just makes them eternal victims.


Whilst this is true, until something is done to change the similarities between High Sec Corps and NPC Corps then nothing that has been suggested here will work.

CCP need to make a decision. They either need to nerf the hell out of NPC Corps or make High Sec Corps actually worth fighting for.
PotatoOverdose
School of Applied Knowledge
Caldari State
#198 - 2014-11-21 15:14:32 UTC
Kaarous Aldurald wrote:
PotatoOverdose wrote:
Kaarous Aldurald wrote:

unless the defender is a total failure at this game.

So, the vast majority of hisec in general and new players in particular. Got it.


The solution sure isn't to provide mechanics that enable and encourage never learning to play. That just makes them eternal victims.

Right, who needs an environment to actually learn basic game mechanics, like:

Fittings
Modules
Armor Tanking
Shield Tanking
Active Tanking
Passive Tanking
Buffer Tanking
Sig Tanking
Navigation
Tracking
Damage Types
Resist Types
Sig Radius
Scanning
Standings
Agent Mechanics
Market Mechanics
Resource Mechanics
Planetary Interraction Mechanics
Manufacturing Mechanics
Research Mechanics
Invention Mechanics
Trading Mechanics

But no, f*ck them, sink or swim. Oh, and double f*ck all of the people that want to mine a roid, explore a site, or run a mission in hisec because CCP totally didn't intend for people to be able to casually experience the most basic levels of content without getting sh*t on by some autist with 50 million isk in their wallet and a neutral logi alt.

I swear, some of you "hurr durr hisec is too safe" crowd have a javelin missile stuck so far up your astarte, it isn't even funny.
Thankfully, CCP has a dose of common sense on this issue.
Basil Pupkin
Republic Military School
#199 - 2014-11-21 15:19:47 UTC
Gillia Winddancer wrote:
Corp A deccs Corp B . Corp A pays a fee based on value and rating difference between A and B. This fee is the placed as a corp bounty on A that only B can collect. Let's say that A has a fairly higher value compared to B. More players, T2 and T3 ships etc.

Due to this difference, A will lose rating for each kill while B will gain.

The rest is virtually the same as it is now. If defenders want to stay docked in Jita or rally out is irrelevant. Docking games is a separate issue. However let us say just for this example they do rally out to fight. Maybe they are outnumbered, maybe they are not. Regardless of the outcome they get a couple of kills which incidentally involve a T3 ship. It has happened before and can happen at any given time. The whole bounty fee ends up being paid three times over for that one against all odds T3 kill and the defenders win the war. The attackers could not continue paying the pre-set cycling wardec fees due to that one highly value loss. Had the attackers camped with cheap frigs the fight would probably have still been on but with defenders having a much bigger chance of winning. In any case, defenders win, get a rating boost, making it even more costly for low rating/stronger corps to attack.

B could choose to stay camped of course. Whilst that won't win the war, it will steadily affect the rating of the attackers. On the flip-side B can't get much done during this time. A fair trade-off which did not exist before.


Corp A sits on Jita undock and docks every time there is a chance to lose ships.
If there's no risk, they wreck Corp B at no losses and return to Jita undock.

Nobody wants a fair fight, neither grief deccer, nor defender - it's safe to say that a fight will not happen, unless one side overwhelms, and the other side will just dodge the fight altogether.

Thus the whole bounty system will forever stay on zero payout.

Gillia Winddancer wrote:
A fair trade-off which did not exist before.

It's exactly what happens now, it's happening because of a grief deccing, and nobody here seeks fairness, just meaningfullness.

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Jenn aSide
Soul Machines
The Initiative.
#200 - 2014-11-21 15:20:08 UTC
PotatoOverdose wrote:
Kaarous Aldurald wrote:
PotatoOverdose wrote:
Kaarous Aldurald wrote:

unless the defender is a total failure at this game.

So, the vast majority of hisec in general and new players in particular. Got it.


The solution sure isn't to provide mechanics that enable and encourage never learning to play. That just makes them eternal victims.

Right, who needs an environment to actually learn basic game mechanics, like:

Fittings
Modules
Armor Tanking
Shield Tanking
Active Tanking
Passive Tanking
Buffer Tanking
Sig Tanking
Navigation
Tracking
Damage Types
Resist Types
Sig Radius
Scanning
Standings
Agent Mechanics
Market Mechanics
Resource Mechanics
Planetary Interraction Mechanics
Manufacturing Mechanics
Research Mechanics
Invention Mechanics
Trading Mechanics

But no, f*ck them, sink or swim. Oh, and double f*ck all of the people that want to mine a roid, explore a site, or run a mission in hisec because CCP totally didn't intend for people to be able to casually experience the most basic levels of content without getting sh*t on by some autist with 50 million isk in their wallet and a neutral logi alt.

I swear, some of you "hurr durr hisec is too safe" crowd have a javelin missile stuck so far up your astarte, it isn't even funny.
Thankfully, CCP has a dose of common sense on this issue.


Translation :"Will someone think of the mother ******* Children!"

I will never understand the Potatoes of the world who feel the need to defend weakness in a video game. Somehow, thousands of us figured this stuff out without even the current level of hand holding, but I guess you can't expect that of gamers nowadays.