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The 4.7%: Wardecs with a Purpose

Author
Black Pedro
Mine.
#121 - 2014-11-20 20:01:27 UTC
Veers Belvar wrote:

The inability to run L4 missions is a major, major nerf to NPC corps. That's what a lot of people in them play the game for. Also, you massively nerf NPC corps but do nothing to prevent people from seeding alts in 1 man corps to run L4s/incursions. What exactly are you accomplishing? Perpetuating even more social isolation in 1 man corps?

Rewarding bigger corps would 100% encourage cartelization like in nullsec. The big boys would wardecc the littler boys into oblivion, and everyone would want to be part of the mega-block, CFC or N3 style. That is bad for highsec, and bad for the game. Not to mention a radical departure from the design of the game, built around missions, mining, trading, incursions, etc...not trying to set up POS's in highsec.

People already run 1-man corps to beat the tax, they still can do that and run L4 even if they were not allowed to in NPC corps. What would that accomplish? It would put thier income source back into the sandbox where it was already suppose to be.

But you know what? I am not married to the idea. Let NPC corp members run level 4s - just as long as a member of a one-man corp makes significantly more doing the same mission than a NPC corp member. And that a member of a large, established corp makes even more. It's the relative income difference that matters which will drive players into larger corps. And the other thing that matters is this augmented income is subject to disruption by other players as the basis of a revamped wardec system.

Sure there would some power given to the CEO's of corporations that had unlocked or constructed the equipment that would augment highsec income. But unlike nullsec, there would be no scarcity to it so anyone could access these bonuses if they team up and work together with enough people for long enough. If you are worried, you could even build in a decay mechanism or something so CEOs need to keep their members happy or they will leave and the corp would lose these bonuses over time if players stop contributing.
Basil Pupkin
Republic Military School
#122 - 2014-11-20 20:18:11 UTC
Kagura Nikon wrote:
Basil Pupkin wrote:
HUGE amount of ignorance...

countering HUGE amount of ignorance with EVEN MORE HUGE amount of utter ignorace...


Kagura Nikon wrote:
Your ideas are so stupid and ignorant that they do not deserve a direct response.

As I said in my post, I was just mirroring your ideas. Glad you reflected the way I expected you to, now you know what's wrong.

Kagura Nikon wrote:
For once, understand. There is no GRIEFER in this game!! Its WAR, its combat, the main thing this game is built around. If you call the core of the game griefing, then GTFO of the game.

Let me try making sense - it's sandbox. It's not "built around combat", it's not "the main thing", grief dec is not war just as much as picking targets that can't fight back is not pvp. You can have any play style you please in sandbox, calling any of them "main" is just self-entitlement, and when some play styles are too advantageous against others for no good reason except unbalanced rules, I call for balance; sometimes CCP brings it to us, sometimes to the other playstyles, we all have to live with that, but we all can request attention to our issues with good clarification.

Once again, I'm both hand up for meaningful and balanced war decs, both hands against current grief decs, I explained why current and proposed war dec mechanics are just grief decs, which are neither balanced nor meaningful. Now what do you have against sense, aside from calling it ignorance and preaching it doesn't deserve a direct response... sir?

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.

Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#123 - 2014-11-20 20:49:41 UTC
Here we go again with the "yeah its pvp because its a player"sorta thing

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Black Pedro
Mine.
#124 - 2014-11-20 20:55:02 UTC
Basil Pupkin wrote:

Let me try making sense - it's sandbox. It's not "built around combat", it's not "the main thing", grief dec is not war just as much as picking targets that can't fight back is not pvp. You can have any play style you please in sandbox, calling any of them "main" is just self-entitlement, and when some play styles are too advantageous against others for no good reason except unbalanced rules, I call for balance; sometimes CCP brings it to us, sometimes to the other playstyles, we all have to live with that, but we all can request attention to our issues with good clarification.


I am afraid this is a bit of mis-characterization of the sandbox. The sandbox is a competitive, single universe game world where we, the players, all compete for power and resources. This PvP takes place in almost all activites of Eve - industry, resource gathering, trading, direct ship combat - but it is true that they all reveolve around combat. The only things we can build and trade, almost without exception,are things to blow each other up, or to help make things to blow each other up. So I agree that ship-vs-ship combat is not the only play-style that matters, but it is true that the game is "built around combat".

The consequence of this is that all players are subject to the actions of other players, include ship-on-ship violence. If you detest actual ship PvP, then by all means play the game to avoid it, but don't claim that you are somehow entitled to be exempt because you don't enjoy it, especially if you are trying to earn increased rewards - you have to accept the risk that comes with that.

That is the game.

This isn't a problem though - if you want increased rewards, but can't or don't want to take the risk all by yourself, find someone who will and team up. This is how the game is meant to be played, as a group of players each playing to their strengths and interests. Industry needs war and war needs industry. Join a player corp that will defend you, hire mercenaries, or buy some combat ships and have fun get yourself blown up. Do something though to actually play Eve other than come to the forums (this isn't directed at you specifically Basil) and claim that you have a right to be left alone yet earn ISK, and pursue industry that ultimately devalues my ISK and my goods.

There is no such thing a "grief dec". There may be such a thing as an unbalanced war, just like most PvP encounters they will be unbalanced. But that is a fundamental reality of living in a sandbox. There are plenty of ways for the defending corp to deal with a wardec, too many actually with the current mechanics. In fact, I will go as far to say there is no way to create "balanced" wardec without banning non-consensual PvP, and if you do that, it ain't a sandbox any longer.

And yes, Lan Wang, it is PvP if you are in conflict with another player, by definition. Smile
Jenn aSide
Soul Machines
The Initiative.
#125 - 2014-11-20 20:59:14 UTC
Lan Wang wrote:
Here we go again with the "yeah its pvp because its a player"sorta thing


That's because that statement is objective truth, even if it doesn't fit into your pre-concived notions. you don't have to like the truth, but not liking t doesn't make it untrue.

Quote:
Your actions in the Sandbox can lead to the destruction of starships, the creation of a thriving corporation or the doom of an empire. Every action taken by every player affects the state of the Sandbox, and through it those actions affect every other player.

The web of action and reaction in EVE leads to emergent gameplay where a single shot, business deal or even just a word can determine the destiny of thousands.


The bolded part is otherwise known as pvp.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#126 - 2014-11-20 21:04:00 UTC
Yes i agree but player versus player means 2 or more players engaged in combat or whatever, if 1 player has no combat things they both cant be engaged in combat meaning they arent versus each other, similar to driving your car fast on the road if you overtake someone who is minding their own business it not exactly a race, if the other car proceeds to accelerate then its a race, and yes i know market etc etc is pvp but in most instances pvp is associated with combat

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Gillia Winddancer
Aliastra
Gallente Federation
#127 - 2014-11-20 21:09:59 UTC  |  Edited by: Gillia Winddancer
Am going to throw out my thoughts on this. Incoming wall of text so beware:

First of all, the current mechanic is indeed b0rked beyond salvation. There is no way in hell that CCP is going to be able to tweak the settings in such a way that it will satisfy both those who don't want to wage war and those who do. There are just too many different factors that work against each other.

On the other hand, EVE is all about players interacting and dealing with situations that other players create and in this regard I must say that this is something that peace lovers will have to accept as this feature should never be compromised. So sorry high-sec industrialists/missioners or whatever. If you are in a corp then you should be open for wardecs. That is the way EVE is and should be.

Finally, the current mechanics give "defenders" too much of a disadvantage to deal with said "interactions" most of the time. Aggressors will (rightly so) go for enemies that they (think they) can deal with. This is how it should be. On the flip-side this obviously will result in strong entities always go for weak ones just because they can.

Thus, my suggestion is this: trash the whole current wardec mechanic.

Instead, introduce a "value" system for each and every corporation out there. It should take into account everything from number of members, their age, allies, value of corp assets etc etc. This value is dynamic, changing constantly depending on changes that happen within the corp. Small corp with 5 members: value of 10. Huge corp with 1000 members and tons of assets: value of 15000 as an abstract example.

Second, attackers also need to run the risk of concretely losing something of value. This will be the fee that the attackers pay to initiate a war. It will be based purely on some fancy mathematical magic which involves the targets "value" versus the attackers "value". This fee is then added as a kind of bounty on the attackers that the defenders can collect. Should the defenders manage to eat through this "bounty fee", the attackers will have to be forced to pay up again in order to continue the war. Otherwise it is their loss. The reason for attacking someone is to destroy their assets. Defenders need something to weight up for that. This is it.

Third, on top of this there will be a need for a separate "rating" system for all corporations. It will keep track of a corporations wardecs and rate the corp based on the value and rating difference between said corp and it's targets as well as dedication to the war and results of the war. If a corp only attacks other corporations that are deemed weaker all the time then this will impact on the rating and pretty much show everyone that this corp is just hunting weak game. The kicker should be that this rating ALSO plays a part in calculating the fee that has to be paid when declaring war. The worse the rating in relation to the target, the more expensive it gets overall, translating into a much bigger "bounty" for defenders. Of course, because the corp value is dynamic, it means that the rating gain or loss can also change during a war. Allies may join, some people may leave or join etc. Apart from that, there is no limit on who can attack who. Sometimes a big entity has a reason to attack a small one. That is just the way things are sometimes. But they will then have to take the hit for doing so. Or choose not to attack.

Defenders will of course also be rated, all depending on whether they fight off attackers or decide to "run" (leave). Quite a setup for some interesting David vs Goliath stories, no? And of course not to mention the obvious e-peen competition that this opens up for.
The best part: corps with overall positive ratings could be awarded small perks somehow. Stuff like reduced office costs and so on perhaps. Small things worth striving for basically.

Fourth: the rating system for the corporations should be an average value derived from all active members. So that means that when a player is in a corporation and participates in wars for said corporation, it is the player who gets a rating increase or decrease which is tied to the corp (and as such should obviously be displayed in the employment history). The player will then basically have an average rating based on his employment history which is immediately taken into account when he joins/starts a new corp. The rating tied to a new corp will always start at 0 (plus/minus the current average rating). Leaving a corp should result in a specific rating loss. Being kicked out (CEO should have options here) should yield various degrees of losses depending on reasons given by CEO. It could even be an honourable discharge which gives no rating hit at all. Again, all of this should be reflected in the history.

This will effectively discourage players from running away all the time by disbanding/leaving corps during wardecs. It will also discourage corps from attacking weaker corps. It will certainly always be possible to do this but it will come with appropriate consequences in the end.

Blah!
Tarsas Phage
Sniggerdly
#128 - 2014-11-20 21:10:47 UTC
Jean Luc Lemmont wrote:
So I was. as usual surfing through dotlan looking for something to take my mind off the tedium that is my job, and I happened upon the Wars page, which I hadn't seen before. I was clicking around through there, and an immediate disparity caught my eye.

Out of the total number of active wars, the number that result in at least one loss mail is less than 5%.

According to Dotlan, there are currently 7,493 active wardecs in New Eden right now.
354 of them have resulted in someone losing something - that's 4.7 odd percent.


It's worth noting that this number of wardecs is in a way misleading and you have to look beyond the sum:

Many of these wars are against large 0.0 renter entities which tend to have ~5 man alt corps in them or other 'utility' corps needed for sov transfer purposes. As these drop out and join other alliances, the register as an additional war... and since a lot of people wardec these renter corps, a lot of people suddenly are at war with 1-man sov xfer and cyno alt corps.

The list of wardecs exploded in the immediate run-up to the Phoebe release, as well as after, as renter and utility/alt corps moved around, left and rejoined others.
PotatoOverdose
School of Applied Knowledge
Caldari State
#129 - 2014-11-20 21:15:42 UTC
Nerf NPC corps, Ra Ra Ra!
Nerf concord, Ra Ra Ra!
Nerf Hisec, Ra Ra Ra!
RollRollRoll
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#130 - 2014-11-20 21:18:14 UTC
Jenn aSide wrote:
Lan Wang wrote:
Here we go again with the "yeah its pvp because its a player"sorta thing


That's because that statement is objective truth, even if it doesn't fit into your pre-concived notions. you don't have to like the truth, but not liking t doesn't make it untrue.

Quote:
Your actions in the Sandbox can lead to the destruction of starships, the creation of a thriving corporation or the doom of an empire. Every action taken by every player affects the state of the Sandbox, and through it those actions affect every other player.

The web of action and reaction in EVE leads to emergent gameplay where a single shot, business deal or even just a word can determine the destiny of thousands.


The bolded part is otherwise known as pvp.


Not really though is it

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Tarsas Phage
Sniggerdly
#131 - 2014-11-20 21:18:40 UTC
Gillia Winddancer wrote:
Am going to throw out my thoughts on this. Incoming wall of text so beware:

First of all, the current mechanic is indeed b0rked beyond salvation. There is no way in hell that CCP is going to be able to tweak the settings in such a way that it will satisfy both those who don't want to wage war and those who do. There are just too many different factors that work against each other.

On the other hand, EVE is all about players interacting and dealing with situations that other players create and in this regard I must say that this is something that peace lovers will have to accept as this feature should never be compromised. So sorry high-sec industrialists/missioners or whatever. If you are in a corp then you should be open for wardecs. That is the way EVE is and should be.

Finally, the current mechanics give "defenders" too much of a disadvantage to deal with said "interactions" most of the time. Aggressors will (rightly so) go for enemies that they (think they) can deal with. This is how it should be. On the flip-side this obviously will result in strong entities always go for weak ones just because they can.

Thus, my suggestion is this: trash the whole current wardec mechanic.

Instead, introduce a "value" system for each and every corporation out there.


~snip~

Too many variables, and thus too complicated. Maintaining a multi-faceted ratings system opens it up to be gamed beyond its intent.

Like many things in Eve, wars are arbitrary. It is best that, in a sandbox game, they stay that way, and if you're getting mad at wars, you are in effect getting mad at basic human nature... and no amount of synthetic mechanics will change that, and if people are forced, then you diminish the sandbox.
Gully Alex Foyle
The Scope
Gallente Federation
#132 - 2014-11-20 21:24:58 UTC  |  Edited by: Gully Alex Foyle
Black Pedro wrote:
Join a player corp that will defend you, hire mercenaries, or buy some combat ships and have fun get yourself blown up.
I personally chose the third option. Permanently, since I live in lowsec.

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?

Sure they can hire mercs, but if they want to undock they have to learn at least the basics of spaceship warfare; the 'avoiding enemies' part, at least.

PVPers aren't forced to - say - learn how to manufacture T2 ships against their will. For some people that would be torture! Worse than being asked to sing songs on teamspeak! Lol

Isn't suicide ganking enough to 'preserve' the sandbox?


The truth is: thousands of 'carebears' continue to play this game just because wardecs are easily avoidable. Change that, and they just wouldn't enjoy the game anymore. It would be like living permanently in lowsec; but if they enjoyed that, they'd be right here next to me, not in highsec.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Gillia Winddancer
Aliastra
Gallente Federation
#133 - 2014-11-20 21:40:04 UTC
Tarsas Phage wrote:
Gillia Winddancer wrote:
Am going to throw out my thoughts on this. Incoming wall of text so beware:

First of all, the current mechanic is indeed b0rked beyond salvation. There is no way in hell that CCP is going to be able to tweak the settings in such a way that it will satisfy both those who don't want to wage war and those who do. There are just too many different factors that work against each other.

On the other hand, EVE is all about players interacting and dealing with situations that other players create and in this regard I must say that this is something that peace lovers will have to accept as this feature should never be compromised. So sorry high-sec industrialists/missioners or whatever. If you are in a corp then you should be open for wardecs. That is the way EVE is and should be.

Finally, the current mechanics give "defenders" too much of a disadvantage to deal with said "interactions" most of the time. Aggressors will (rightly so) go for enemies that they (think they) can deal with. This is how it should be. On the flip-side this obviously will result in strong entities always go for weak ones just because they can.

Thus, my suggestion is this: trash the whole current wardec mechanic.

Instead, introduce a "value" system for each and every corporation out there.


~snip~

Too many variables, and thus too complicated. Maintaining a multi-faceted ratings system opens it up to be gamed beyond its intent.

Like many things in Eve, wars are arbitrary. It is best that, in a sandbox game, they stay that way, and if you're getting mad at wars, you are in effect getting mad at basic human nature... and no amount of synthetic mechanics will change that, and if people are forced, then you diminish the sandbox.


"Too many variables" you say yet you play a game in which combat has more variables and scales than anyone could possibly keep track of at the same time. Try again, please cause that made me laugh out loud :D

Please do tell me how accessing a few readily available database values, applying a couple of formulas to get a couple of new displayed and very easily understood values would be more complex than EVE combat to a player!
Ima Wreckyou
The Conference Elite
The Conference
#134 - 2014-11-20 21:42:25 UTC
Lan Wang wrote:
Yes i agree but player versus player means 2 or more players engaged in combat or whatever, if 1 player has no combat things they both cant be engaged in combat meaning they arent versus each other, similar to driving your car fast on the road if you overtake someone who is minding their own business it not exactly a race, if the other car proceeds to accelerate then its a race, and yes i know market etc etc is pvp but in most instances pvp is associated with combat

No one is forcing this people into a defenseless ship. If they think undocking in a untanked mining ship or Freighter is a clever thing then they already made the first step in losing the fight they will get into if a ganker lands on their head. "Ooooh! But I don't have weapons" is a bad excuse of people who are too lazy to defend themselves or to do whatever is necessary to survive in a competitive multiplayer sandbox. And no, I don't shift the blame to the victim. There is no victim, only a bad player who lost at a game.

You really reduce PvP to "fair" combat where everyone has a fair chance at winning? I have been to a lot of places in New Eden and in almost every whatever-sec the fight is usually one-sided and you commit only if there is a good chance that you come out on top. There where a few fights I can remember that where actually balanced and a back and forth. They just happened accidentally and because someone on both sides screwed up.

A fight in EVE is almost always decided before the actual exchange of weapons fire and it does not matter if it happens in Highsec or null and if the pray actually has guns or not.

Now there seams to be a whole crowd of people who have a real problem getting behind this and this results in endless streams of tears and nerf threads on the forums. But seriously, if someone is looking for "fair" arena style PvP or a single player mining simulation there are tons of other games who will provide that. EVE is not that game.
Basil Pupkin
Republic Military School
#135 - 2014-11-20 21:45:02 UTC
Black Pedro wrote:
I am afraid this is a bit of mis-characterization of the sandbox. The sandbox is a competitive, single universe game world where we, the players, all compete for power and resources. This PvP takes place in almost all activites of Eve - industry, resource gathering, trading, direct ship combat - but it is true that they all reveolve around combat. The only things we can build and trade, almost without exception,are things to blow each other up, or to help make things to blow each other up. So I agree that ship-vs-ship combat is not the only play-style that matters, but it is true that the game is "built around combat".

Same can be said that the game "revolves around building ships", since no ships built = no combat, thus the building of ships comes first and combat second.
Both would be lies. The sandbox is not built around anything.

Black Pedro wrote:
The consequence of this is that all players are subject to the actions of other players, include ship-on-ship violence. If you detest actual ship PvP, then by all means play the game to avoid it, but don't claim that you are somehow entitled to be exempt because you don't enjoy it, especially if you are trying to earn increased rewards - you have to accept the risk that comes with that.

That is the game.

I am fine with the risk. You talk as if I've never been decced before (ask the devil's warriors present in this thread, they already decced me for my position on the said matter, and I had some fun giggles about it), and I never rolled corp anyway. So go ahead by all means, I'm not blaming the decs themselves nor do I blame ship-to-ship interactions, mind you.
Now as we're dealt with the "entitled to feel exempt" part, let's get to the actual issue. What I complain about is that the rules in current war decs are biased towards one entity for no good reason. The current rules have a "meaningless" part in them and "unbalanced" part as well. I want them fixed and balanced, which is all I need.

Black Pedro wrote:
This isn't a problem though - if you want increased rewards, but can't or don't want to take the risk all by yourself, find someone who will and team up. This is how the game is meant to be played, as a group of players each playing to their strengths and interests. Industry needs war and war needs industry. Join a player corp that will defend you, hire mercenaries, or buy some combat ships and have fun get yourself blown up. Do something though to actually play Eve other than come to the forums (this isn't directed at you specifically Basil) and claim that you have a right to be left alone yet earn ISK, and pursue industry that ultimately devalues my ISK and my goods.

This is not where the issue lies. The issue is in the fact that aggressor takes all the benefits at no risk, while defender takes all the risk with no benefits. Once again, I'm not feeling entitled to be left alone and you're welcome to "interact", but I want you to lose your right for risk-free interaction with only benefits for you, while being certain death risk with no benefits for me, this is unbalanced, and there should be something in it for me as well if you want to make me actively interact, instead of taking completely rational decision to not interact due to no gains in said interaction.

Black Pedro wrote:
There is no such thing a "grief dec". There may be such a thing as an unbalanced war, just like most PvP encounters they will be unbalanced. But that is a fundamental reality of living in a sandbox. There are plenty of ways for the defending corp to deal with a wardec, too many actually with the current mechanics. In fact, I will go as far to say there is no way to create "balanced" wardec without banning non-consensual PvP, and if you do that, it ain't a sandbox any longer.

And yes, Lan Wang, it is PvP if you are in conflict with another player, by definition. Smile

Current war dec mechanics is a grief dec. There may be such a thing as an unbalanced war, true, but there will be no such thing as long as one party is not willing to take part and have options of not doing it. What you and your friends want to achieve is making "unsub" the only option available, and I oppose that for clear reason - everyone of us is sharing cost of the game with the ones you force to use that option, and none of them really deserved to be driven out by the unbalanced grief decs. At least not that easy as it is now. Balancing is in order - there may indeed be no way to create "balanced" wardec as you say (though I don't believe that), but there is definitely a way to create "more balanced that it is now" wardec, and no good reason not to.

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.
#136 - 2014-11-20 21:47:25 UTC
Gully Alex Foyle wrote:
Black Pedro wrote:
Join a player corp that will defend you, hire mercenaries, or buy some combat ships and have fun get yourself blown up.
I personally chose the third option. Permanently, since I live in lowsec.

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?

Sure they can hire mercs, but if they want to undock they have to learn at least the basics of spaceship warfare; the 'avoiding enemies' part, at least.

PVPers aren't forced to - say - learn how to manufacture T2 ships against their will. For some people that would be torture! Worse than being asked to sing songs on teamspeak! Lol

Isn't suicide ganking enough to 'preserve' the sandbox?


The truth is: thousands of 'carebears' continue to play this game just because wardecs are easily avoidable. Change that, and they just wouldn't enjoy the game anymore. It would be like living permanently in lowsec; but if they enjoyed that, they'd be right here next to me, not in highsec.

They can play, but thier rewards should be less than those who take the greater risks of creating a player corporation and go to the effort of defending it.

Let them stay in an NPC corp and PvE as much as they like. It is a sandbox after all. Lol

But solo/NPC corp should not be the optimum strategy for making ISK or gathering resources - that should require teamwork and be at risk of interference from competitors.

And no, PvPers are indeed forced to "manufacture" T2 ships - they actually do that by spending ISK in Jita that makes its way to an industrialist somewhere. They pay someone else to make a ship for them to pew pew in, because they don't enjoy the "play-style" of building it. Why shouldn't the industrialist be required to spend some of that ISK on protection (a"play-style" they don't like) by way of hiring mercenaries?
Gully Alex Foyle
The Scope
Gallente Federation
#137 - 2014-11-20 21:52:13 UTC
Ima Wreckyou wrote:
A fight in EVE is almost always decided before the actual exchange of weapons fire and it does not matter if it happens in Highsec or null and if the pray actually has guns or not.
Just FYI, there are still people in this game that will engage without obsessing about the odds.

Winning is cool but losing isn't the end of the world; the pure enjoyment of a good, hard fight is the reason several of us log on.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Basil Pupkin
Republic Military School
#138 - 2014-11-20 21:57:24 UTC
Gillia Winddancer wrote:
Am going to throw out my thoughts on this. Incoming wall of text so beware:

First of all, the current mechanic is indeed b0rked beyond salvation. There is no way in hell that CCP is going to be able to tweak the settings in such a way that it will satisfy both those who don't want to wage war and those who do. There are just too many different factors that work against each other.

On the other hand, EVE is all about players interacting and dealing with situations that other players create and in this regard I must say that this is something that peace lovers will have to accept as this feature should never be compromised. So sorry high-sec industrialists/missioners or whatever. If you are in a corp then you should be open for wardecs. That is the way EVE is and should be.

Finally, the current mechanics give "defenders" too much of a disadvantage to deal with said "interactions" most of the time. Aggressors will (rightly so) go for enemies that they (think they) can deal with. This is how it should be. On the flip-side this obviously will result in strong entities always go for weak ones just because they can.

Thus, my suggestion is this: trash the whole current wardec mechanic.

Instead, introduce a "value" system for each and every corporation out there. It should take into account everything from number of members, their age, allies, value of corp assets etc etc. This value is dynamic, changing constantly depending on changes that happen within the corp. Small corp with 5 members: value of 10. Huge corp with 1000 members and tons of assets: value of 15000 as an abstract example.

Second, attackers also need to run the risk of concretely losing something of value. This will be the fee that the attackers pay to initiate a war. It will be based purely on some fancy mathematical magic which involves the targets "value" versus the attackers "value". This fee is then added as a kind of bounty on the attackers that the defenders can collect. Should the defenders manage to eat through this "bounty fee", the attackers will have to be forced to pay up again in order to continue the war. Otherwise it is their loss. The reason for attacking someone is to destroy their assets. Defenders need something to weight up for that. This is it.

Been already discussed a crap ton of times, bounty system won't work.
The reason for it is the fact that most "attackers" are risk averse gank bears sitting on undock, who will just dock up at the slightest risk of losing a single ISK. Unless you deal with that, your proposal is as meaningless as the grief decs currently are.

Gillia Winddancer wrote:
Third, on top of this there will be a need for a separate "rating" system for all corporations. It will keep track of a corporations wardecs and rate the corp based on the value and rating difference between said corp and it's targets as well as dedication to the war and results of the war. If a corp only attacks other corporations that are deemed weaker all the time then this will impact on the rating and pretty much show everyone that this corp is just hunting weak game. The kicker should be that this rating ALSO plays a part in calculating the fee that has to be paid when declaring war. The worse the rating in relation to the target, the more expensive it gets overall, translating into a much bigger "bounty" for defenders. Of course, because the corp value is dynamic, it means that the rating gain or loss can also change during a war. Allies may join, some people may leave or join etc. Apart from that, there is no limit on who can attack who. Sometimes a big entity has a reason to attack a small one. That is just the way things are sometimes. But they will then have to take the hit for doing so. Or choose not to attack.

Defenders will of course also be rated, all depending on whether they fight off attackers or decide to "run" (leave). Quite a setup for some interesting David vs Goliath stories, no? And of course not to mention the obvious e-peen competition that this opens up for.
The best part: corps with overall positive ratings could be awarded small perks somehow. Stuff like reduced office costs and so on perhaps. Small things worth striving for basically.

Fourth: the rating system for the corporations should be an average value derived from all active members. So that means that when a player is in a corporation and participates in wars for said corporation, it is the player who gets a rating increase or decrease which is tied to the corp (and as such should obviously be displayed in the employment history). The player will then basically have an average rating based on his employment history which is immediately taken into account when he joins/starts a new corp. The rating tied to a new corp will always start at 0 (plus/minus the current average rating). Leaving a corp should result in a specific rating loss. Being kicked out (CEO should have options here) should yield various degrees of losses depending on reasons given by CEO. It could even be an honourable discharge which gives no rating hit at all. Again, all of this should be reflected in the history.

This will effectively discourage players from running away all the time by disbanding/leaving corps during wardecs. It will also discourage corps from attacking weaker corps. It will certainly always be possible to do this but it will come with appropriate consequences in the end.

Blah!

Since rating only affects "bounties", it won't work due to bounties not working.
If hits from the player corps will be less than NPC tax hits, they will still be used, the only thing you will achieve is yet another needless nerf for player corps.
If hits from player corps will be more than NPC tax hits, nobody would make player corps anymore. So this hit of yours also misses the mark.

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.

Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#139 - 2014-11-20 21:57:39 UTC
Ima Wreckyou wrote:
Lan Wang wrote:
Yes i agree but player versus player means 2 or more players engaged in combat or whatever, if 1 player has no combat things they both cant be engaged in combat meaning they arent versus each other, similar to driving your car fast on the road if you overtake someone who is minding their own business it not exactly a race, if the other car proceeds to accelerate then its a race, and yes i know market etc etc is pvp but in most instances pvp is associated with combat

No one is forcing this people into a defenseless ship. If they think undocking in a untanked mining ship or Freighter is a clever thing then they already made the first step in losing the fight they will get into if a ganker lands on their head. "Ooooh! But I don't have weapons" is a bad excuse of people who are too lazy to defend themselves or to do whatever is necessary to survive in a competitive multiplayer sandbox. And no, I don't shift the blame to the victim. There is no victim, only a bad player who lost at a game.

You really reduce PvP to "fair" combat where everyone has a fair chance at winning? I have been to a lot of places in New Eden and in almost every whatever-sec the fight is usually one-sided and you commit only if there is a good chance that you come out on top. There where a few fights I can remember that where actually balanced and a back and forth. They just happened accidentally and because someone on both sides screwed up.

A fight in EVE is almost always decided before the actual exchange of weapons fire and it does not matter if it happens in Highsec or null and if the pray actually has guns or not.

Now there seams to be a whole crowd of people who have a real problem getting behind this and this results in endless streams of tears and nerf threads on the forums. But seriously, if someone is looking for "fair" arena style PvP or a single player mining simulation there are tons of other games who will provide that. EVE is not that game.


ofcourse nobody is forcing them into the mining ship but the mining ship is an option and an option they choose, if they dont want to fight you because they enjoy other things then whats the issue, go somewhere else where other people will be willing to fight as there is plenty of systems where good fights happen, you dont want to be forced to go somewhere else to get your content so dont try and force others to engage in your game if they dont want to.

i didnt refer to pvp as "fair" i referred to it as 2 or more players engaging each other.

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Veers Belvar
Swordmasters of New Eden
#140 - 2014-11-20 21:58:14 UTC
More spilled ink...but yet to receive a satisfactory answer from the wardeccers. How do you propose to meaningfully punish members of 1 man corps who respond to wardeccs by docking up and playing on alts. And if you can't, then what is the point of your wars anyway?