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A Call to support the High Sec PVE/ Industrial subscribers

First post
Author
Vic Jefferson
Stimulus
Rote Kapelle
#81 - 2015-02-24 10:53:46 UTC
Caledale Niminen wrote:

Yeah, like BNI. That's gone nowhere really fast.


BNI started in Low Sec, where wardecs are largely meaningless. If Low Sec and NPC null were more viable for new players, you just might see more groups like BNI become viable. BNI didn't dock up when neutrals were in local; that just made them undock more.

Excessive Wardecs, Ganks, etc, are all just symptoms of a dead Low Sec and Null Sec. As a firm believer in solving the disease and not just treating the symptoms, the key to a more placid High Sec is to actually have content in other security bands. Thing is, you will never have content there so long as High Sec maintains the monopoly on population, and it is unlikely to give up this monopoly until it loses the monopoly on accessible income. Basically the only way to make Hi Sec safer is to give antagonists and pirates something to do outside of Hi Sec, which they really don't have at the moment.

Ironically, you can only save Hi Sec by buffing Low and Null to the point that they are worth the time and effort.

Vote Vic Jefferson for CSM X.....XI.....XII?

Jeven HouseBenyo
Vanity Thy Name Is
#82 - 2015-02-25 01:22:20 UTC  |  Edited by: Jeven HouseBenyo
A few ideas that might give both sides of the wardec issue some partial satisfaction.

1. Concord, as a law enforcing Navy, falls very short on getting those with security standings that are low. The same for different major faction Navies. If I can easily out-fly the Ammatar Navy while it declares I'm a dead criminal in Derelik in a Procurer of all things, there's something a little slow on enforcement boats in general. KoS doesn't seem to mean much nor is it much of a concern overall in highsec. Perhaps upping their reaction speeds and they Enforce those laws on criminals could give the highsec smaller corps that moment of breathing room to do more than either get ganked or spin ships. That breath can save a ship, save a pod, and possibly save a new player from ragequitting, leaving all of us with fewer new players to fly with and against. We're all losing on this one. Enforce the law, Concord, or get out of the law enforcement business. Inept is worse than corrupt, as least the corrupt can be bought off.

2. As a relative R00kie, I would like to move and spend more time in low, and eventually null. However, that would mean signing my clone's soul over to an already established corp. and it's alliance. For those of us still in that first year, them's the options to get out of highsec and out of the poisonous teachings of a few carebears that set newbies up for later repeat failures when out on their own. There's simply not a lot of successful opportunities in low and null for a smaller corp of people playing for under 2 years to set up a stake to defend. So low and null stay stagnant, the constant wars there bring pirates up to high for easier targets. We're both losing by winning on this. Breaking up some of that stagnation, well that would be an overall win for all.

3. This character tends to spend more time with industry than PvP. I don't neglect those skills, for the continuation of my ship's lives no matter if I'm in a mining barge, hauler, or more combat orientated ship. I came into Eve knowing others will shoot at me, at the most inopportune times. I did do some research before downloading the client and going for the trial period. Expecting highsec to be completely safe defeats one of the reasons I joined. However, an expansion on what the EULA counts as 'griefing' would assist on complaint tickets, along with giving a more honest idea of what a new player is signing up for when they undock. Right now there's not much in the way of a serious explanation other than "it's Eve, you get ganked, deal with it'. For those coming over from less... sudden destruction of stuff/more hand holding MMO's, that will keep many of them from resubbing after their initial time purchase is made for an active account. At least let the fresh frozen meat know with a smidge more detail what they just signed into when it comes to the daily insanity of Eve? Forewarned is forearmed in many cases. This is one of them.

Just a couple of my wisdom pennies, use mileage may vary.

>Jeven

Minny boat flyer, unofficial squeaky wheel.

'Game Ethics and Morality Monitor' I remember promises.

Snark at 11-24/7/365.25. Overshare? Yup.

Yes it's my fault. And if you don't staap it I'll do it again. ;-P

No you can't has my stuffs OR my SPs.

Black Pedro
Mine.
#83 - 2015-02-25 07:54:07 UTC
Jeven HouseBenyo wrote:
1. Concord, as a law enforcing Navy, falls very short on getting those with security standings that are low. The same for different major faction Navies. If I can easily out-fly the Ammatar Navy while it declares I'm a dead criminal in Derelik in a Procurer of all things, there's something a little slow on enforcement boats in general. KoS doesn't seem to mean much nor is it much of a concern overall in highsec. Perhaps upping their reaction speeds and they Enforce those laws on criminals could give the highsec smaller corps that moment of breathing room to do more than either get ganked or spin ships. That breath can save a ship, save a pod, and possibly save a new player from ragequitting, leaving all of us with fewer new players to fly with and against. We're all losing on this one. Enforce the law, Concord, or get out of the law enforcement business. Inept is worse than corrupt, as least the corrupt can be bought off.

Actually, CONCORD is not there to protect your ships as you may think. They are there to impose a cost on the attacker and act as a deterrent for acts of aggression in highsec. Check out section 5.2-5.3 of the New Pilot FAQ for more info (and actually the rest of the document if you are a newer player). Highsec is not suppose to be safesec, although the combination of the faction police and CONCORD make it very safe if you take a few small measures to protect your ships.

The real problem is that if you try to give extra "safety" to new players by increasing NPC protections, established players will hide behind that safety to make ISK out-competing the new players. If you want more safety, it has to be much less lucrative so veterans don't abuse it.

Jeven HouseBenyo wrote:
2. As a relative R00kie, I would like to move and spend more time in low, and eventually null. However, that would mean signing my clone's soul over to an already established corp. and it's alliance. For those of us still in that first year, them's the options to get out of highsec and out of the poisonous teachings of a few carebears that set newbies up for later repeat failures when out on their own. There's simply not a lot of successful opportunities in low and null for a smaller corp of people playing for under 2 years to set up a stake to defend. So low and null stay stagnant, the constant wars there bring pirates up to high for easier targets. We're both losing by winning on this. Breaking up some of that stagnation, well that would be an overall win for all.

I agree and let's hope CCP keeps this in mind when they revamp the sov mechanics. Still, it will always be hard for a solo and small group to compete with the numbers of the large corps. You really should consider joining such a corp as the mechanics favour the safety in numbers - don't look at it as "selling your soul" but rather a learning experience for later when you want to start your own corp. You can leave any time and if you find the right fit for you, you can gain access to much game content with no or little downside.

Jeven HouseBenyo wrote:
3. This character tends to spend more time with industry than PvP. I don't neglect those skills, for the continuation of my ship's lives no matter if I'm in a mining barge, hauler, or more combat orientated ship. I came into Eve knowing others will shoot at me, at the most inopportune times. I did do some research before downloading the client and going for the trial period. Expecting highsec to be completely safe defeats one of the reasons I joined. However, an expansion on what the EULA counts as 'griefing' would assist on complaint tickets, along with giving a more honest idea of what a new player is signing up for when they undock. Right now there's not much in the way of a serious explanation other than "it's Eve, you get ganked, deal with it'. For those coming over from less... sudden destruction of stuff/more hand holding MMO's, that will keep many of them from resubbing after their initial time purchase is made for an active account. At least let the fresh frozen meat know with a smidge more detail what they just signed into when it comes to the daily insanity of Eve? Forewarned is forearmed in many cases. This is one of them.

This is quite insightful. A lot of the tears and complaining come from incorrect expectations about the game. The recent New Pilot FAQ I linked above goes someway to spelling this out, but the tutorials do a poor job of educating new players on what type of game this is, and has a habit of sending them off on a PvE career of mining or missioning where they are nothing but clueless prey items for the predators. Worse, highsec is so safe now that a player can go months or years before someone wardecs them or suicide ganks them, so it is slightly understandable that they complain that the game is "broken" or that ganker or wardeccer is "griefing them" when they eventually lose a ship because it is so outside their normal gameplay.

Highsec needs to be made less lucrative and opportunities outside highsec made more clear to newer players to encourage them to leave. Also, the NPE should involved multiple ship losses to other players (of inconsequential ships) so players avoid the trap of becoming risk-averse and becoming attached to their ships. It also should be made absolutely clear from the beginning that destroying ships, in any security space, is part of the game and when people do it they are not insulting, hating on, griefing, or otherwise breaking the rules. And as an extension of this, that you are not entitled to run a PvE corp in isolation from the risk that someone else in the sandbox might try to stop you.
Alexhandr Shkarov
The MorningStar. Syndicate
#84 - 2015-02-25 13:01:55 UTC
Kaarous Aldurald wrote:
The reverse is true. The defender has both the option to dec dodge and make the wardec disappear without any consequence or work on their part, as well as bring in functionally unlimited allies for free.

They have far, far more options in that regard than the aggressor does.



Wrong,
Yes, the defending party can dodge the wardec by simply sitting in the station and effectively deny you fights. That results in people being unable to play the game for which they pay, which effectively will ruin corporations. So far, interdiction and such is good and that, but let's be realistic.

A majority of the wardeccing groups in high-sec deliberately target as many small groups as possible to try and get free kills from them. They target players who aren't big enough to stand up against them, and the second a fleet is formed up the aggressor docks up with no risk as result. When there's a lot of allies in a wardec, they simply stop paying it and a few days later it is gone.

*camera switch to the defender*. Now look at the defenders. Their options are trying to find people to fight you, which often isn't worth it from a defensive point of view, or to sit in a station not being able to play. That's all they can do, meaning your silly wardec effectively stops their corporation for 50 million from being able to play the game. That's an awfully low cost for such a high impact.

Let's assume that there's a corporation that's five members big. They all are active players but not yet invested in PVP due to their situation. You spend 50 million ISK to extend a wardec for seven days. Defenders are unable to deal with you and forcibly decide to stay in station/offline for the seven days. Now what would that effectively cost the players?

5 players x 7 days = 35 days between the group.
If we assume one PLEX is 780 mil, then techinally that wardec of yours costs them 850 million ISK in "wasted" gametime.

That's a little steep for such a cheap method of wardeccing with no way to end it from the defending side.


Quote:
Quote:

If a merc corp can bribe concord to start a war, why can an industrial corporation not bribe concord to invalidate it?


Because that would make the mechanic utterly and totally pointless. Thus revealing your true objective, the same as any carebear.

You want perfect safety without having to work for it.

The answer is "too bad".


You are the one who wants to wardec people but the second they can fight back you back out.
The attitude you display is exactly the problem!

All my posts are on my personal title and should not be confused as me speaking for anyone else.

Kaarous Aldurald
Black Hydra Consortium.
#85 - 2015-02-25 13:44:23 UTC
Alexhandr Shkarov wrote:

Wrong,
Yes, the defending party can dodge the wardec by simply sitting in the station and effectively deny you fights. That results in people being unable to play the game for which they pay, which effectively will ruin corporations.


Do you even play this game? Dec dodging does not mean "dock up all week", it means drop corp and reform, thus dissolving the wardec. And all for the price of creating a corp. (which is nearly nothing)

Don't even bother stepping into the discussion if you don't know what you're talking about.


Quote:

You are the one who wants to wardec people but the second they can fight back you back out.


When did I ever say that? Oh wait, typical carebear strawman.


Quote:

The attitude you display is exactly the problem!


The attitude... that you just made up.

"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.

Alexhandr Shkarov
The MorningStar. Syndicate
#86 - 2015-02-25 14:32:20 UTC  |  Edited by: Alexhandr Shkarov
Yes,

They could disband their hard work on building something unique, just because some little splerglord with only 50 million ISK can have his e-peen stroked because he picked on weak groups trying to make this game fun. You want a free pass to mess with people who honestly can't fight back against most of the highsec wardec groups, simply because they do not have the manpower.

You prey on that, instead of taking on a meaningful entity. You aim for the weak people so that you get free kills with little to no risk in return. That by definition is the problem you pretend to fight against. And the whole spirit of this topic is to allow a more comprehensive system to be in place which allows a defending party to end a wardec as well, rather than putting this immense power into the aggressor's hands.

If you would be a highsec wardeccer, go after Marmite and fight them. They will have the numbers to deal with you.
But don't be a little splerglord hitting the small people, while yelling "ITZ PEEVEEPEE, U NEED DEFEND URSELFZ", knowing they can't.

All my posts are on my personal title and should not be confused as me speaking for anyone else.

Kaarous Aldurald
Black Hydra Consortium.
#87 - 2015-02-25 15:15:54 UTC
Alexhandr Shkarov wrote:

They could disband their hard work on building something unique, just because some little splerglord with only 50 million ISK can have his e-peen stroked because he picked on weak groups trying to make this game fun.


What hard work? Highsec corps are little more than a chat channel and a corp hangar. There is no "hard work", unless it took you waaaaay longer than normal to pick a logo.


Quote:

You want a free pass to mess with people who honestly can't fight back against most of the highsec wardec groups, simply because they do not have the manpower.


There's that strawman again. Do you actually plan to argue, or just attack things I haven't said?


Quote:
And the whole spirit of this topic is to allow a more comprehensive system to be in place which allows a defending party to end a wardec as well, rather than putting this immense power into the aggressor's hands.


No, the whole spirit of this topic is "Waah, I want more safety! I shouldn't have to bother defending myself, the NPCs should do it for me!"

The defender has far, far more power in this than the aggressor does. There is zero justification to add more, and plenty of justification to take some of it away.

But hell, you wouldn't know that. You don't even know what dec dodging actually is, you just went off half cocked on a rant about something you didn't even understand.

"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.

Alexhandr Shkarov
The MorningStar. Syndicate
#88 - 2015-02-25 19:37:56 UTC
Quote:
What hard work? Highsec corps are little more than a chat channel and a corp hangar. There is no "hard work", unless it took you waaaaay longer than normal to pick a logo.


Yes.
It is hard work if you want to build something lasting with a lot of member retention. It takes a lot of time and effort that people like you ignore blissfully.

Quote:
There's that strawman again. Do you actually plan to argue, or just attack things I haven't said?


It has been you who ignores honest problems that people who like a different playstyle bring up, because it doesn't fit in YOUR need to grief people.

Quote:

No, the whole spirit of this topic is "Waah, I want more safety! I shouldn't have to bother defending myself, the NPCs should do it for me!"

The defender has far, far more power in this than the aggressor does. There is zero justification to add more, and plenty of justification to take some of it away.

But hell, you wouldn't know that. You don't even know what dec dodging actually is, you just went off half cocked on a rant about something you didn't even understand.



Player represents a group of high-sec players who enjoy the PVE aspects.
Player poses the following problem:

- How are we to fight a war that we virtually can not end unless the other group decides to stop paying?

Then player asks to set in motion a change that will allow people to continue wardecs, but allow players who are on the recieving end to have a potential method to end the war through participation. Essentially, the principle of a wardec being continued one-sidedly without a way to counteract that bothers Player, and that's what he hopes to adjust.

Summarizing:
- Wars are not able to be countered on a fundamental level.
- Wars are limited in "risk" to the initiator. After all, they decide to continue it or not.
- Wars should need a component that gives the defending party a more impactful method of dealing with them.

All my posts are on my personal title and should not be confused as me speaking for anyone else.

Iain Cariaba
#89 - 2015-02-25 21:58:59 UTC
Alexhandr Shkarov wrote:
They could disband their hard work on building something unique, just because some little splerglord with only 50 million ISK can have his e-peen stroked because he picked on weak groups trying to make this game fun. You want a free pass to mess with people who honestly can't fight back against most of the highsec wardec groups, simply because they do not have the manpower.

Hard work? Something unique? Are you sure you're talking about highsec corps here? Kindly inform us how "Highsec Mining Corp #81540283" and "Highsec Mission Runners Local #10058233" are anywhere near unique. When one highsec corp folds due to wardec, ten more take its place doing the identical task.

Alexhandr Shkarov wrote:
You prey on that, instead of taking on a meaningful entity. You aim for the weak people so that you get free kills with little to no risk in return. That by definition is the problem you pretend to fight against. And the whole spirit of this topic is to allow a more comprehensive system to be in place which allows a defending party to end a wardec as well, rather than putting this immense power into the aggressor's hands.

In your previous paragraph you said that they were building someting unique. While I disagree with this, if it were by some large miracle actually something unique, then it wouldn't be meaningless, and therefore a valid target according to your logic. Take some initiave and make yourself a risky target. Get ten people in t1 frigates and swarm those looking for easy kills, and those people will avoid you in the future.

Alexhandr Shkarov wrote:
If you would be a highsec wardeccer, go after Marmite and fight them. They will have the numbers to deal with you.
But don't be a little splerglord hitting the small people, while yelling "ITZ PEEVEEPEE, U NEED DEFEND URSELFZ", knowing they can't.

The only reason you can't is you are suffering under this delusion that you can't. 10-15 t1 frigates are enough to give the hardiest linked t3 heartburn. Sure you'll lose a few, but then again that's the real issue, you don't want to lose anything. Doesn't matter if you lose the war, you'll get far, far more respect simply because you stood up and fought. If the wardecers are half as risk averse as you think they are, then even this little bit of risk will be more than they want, and they'll leave you alone.

You say there's nothing to stop them from extending the war for as long as they want to play, I say you're wrong. Stop being a whiney little carebear with an exagerated sense of entitlement, grow a pair, and fight back. Don't whine that you can't. You have the same ability to slap together a fleet of t1 frigs as everyone else. Your refusal to do so is the real problem, not the wardec system.
ShahFluffers
Ice Fire Warriors
#90 - 2015-02-26 00:05:32 UTC
Iain Cariaba wrote:
You have the same ability to slap together a fleet of t1 frigs as everyone else. Your refusal to do so is the real problem, not the wardec system.

Quoting for emphasis.

Back when I was a newbie, my corporation (which was about 80% newbies) would operate in groups and use LIBERAL amounts of ECM and Sensor Dampeners to cover our asses (usually while running missions).
When the enemy had a fleet up and bearing towards us we would run back to HQ (where we had all consolidated ourselves), jump into ships we didn't mind dying in (also equipped with liberal amounts of Ewar), and sit at the gate they would have to jump through to reach us.


Point is... everyone has access to the same tools and tactics. It is up the individual and groups of players to use recognize that and use those tools and tactics to their advantage. And that is more of a mentality thing than a game mechanics issue.

Players who have the mentality that they can't "win" unless they are "just as good" or "firmly established" won't survive anywhere in the game... regardless of how much time you give them. And the reason for this is that no matter how "good" or "established" you are (or become)... there is always someone out there "better" in every way.

And players who have the mentality that they are entitled to be left alone because, on principle, they should not be forced to do anything they do not want to (or because they are "special" or "new") are simply playing the wrong game.
Everything is designed to conflict with everything else. PvPers are forced to perform industry and PvE in some capacity... Industrialists and PvEers are forced to PvP in some capacity.

No one is entitled to be "left alone." No one is entitled to build things (even abstractions like corporations) and not expect to be "pushed around" by others. And more importantly... NO ONE IS ENTITLED TO SUCCESS in this game.
Kaarous Aldurald
Black Hydra Consortium.
#91 - 2015-02-26 12:54:46 UTC
Alexhandr Shkarov wrote:

Yes.
It is hard work if you want to build something lasting with a lot of member retention. It takes a lot of time and effort that people like you ignore blissfully.


Uh, nope. Check the mechanic, there isn't even a cooldown on it.

I'm not talking about your meta "making friends!" bullshit, I'm talking about game mechanics.



Quote:

It has been you who ignores honest problems that people who like a different playstyle bring up, because it doesn't fit in YOUR need to grief people.


EVE is a PvP game. It says so in the FAQ for goodness sakes.

Shooting people in a PvP game is not griefing. By definition.




Quote:

- How are we to fight a war that we virtually can not end unless the other group decides to stop paying?


You can end them. Easily. There are several ways to do so.

Stop ignoring things that don't fit your narrative, it just exposes you for a fool.

Quote:

Summarizing:


Oh, this ought to be rich.


- "Wars are not able to be countered on a fundamental level." False, completely.

"- Wars are limited in "risk" to the initiator. After all, they decide to continue it or not." Also false. Absolutely nothing prevents the defender from shooting back, and thanks to the ally mechanic they can do so greatly in their own favor, for free.

- "Wars should need a component that gives the defending party a more impactful method of dealing with them." False. Defenders have too many already, it needs curtailed.

"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.

Alexhandr Shkarov
The MorningStar. Syndicate
#92 - 2015-02-26 13:02:06 UTC  |  Edited by: Alexhandr Shkarov
I think you're missing my point though. So let me write it down in a TL;DR fashion:

  • Yes, I believe that wardecs in core concept are a rightful and needed thing to prevent ultimate security from being reality.
  • Yes, I think that people need to be able to fight, and bring their fleets upon the aggressors.
  • No, I do not support more security in high-sec.
  • No matter how many other corporations there are, plenty of them were made from a specific viewpoint and that makes each and every one of them unique.
  • It makes no difference if you spent 1 day or 1 year on your corporation. You work to build something up.

  • Due to the current nature of war declarations, there are some things that bother me:

  • All the power to initiate is in the aggressor's hands. When you want to pay you keep it active, yet you get to close the wardec when you are losing without the opposing party having a say in that.
  • The current system highly incentivizes the harrassment and abuse of groups who are too small to field a fleet capable of dealing with your wardeclaration. This abuse can be an issue for players to enjoy the game, which in the end is more important for the health of this game. Yes, even carebears matter.
  • There's no way to deal with the wardec other than trying to fight them on their terms. I feel there's a component missing that allows a bit more control on the defending side in terms of how the war plays out. Influence over the process is too one-sided and I believe we really need to look into that while preserving the integrity of war declarations.

  • I am all for a good PVP system with the ability to keep people on their toes 24/7. But I do not think that the power to engage should lie with one party. So for example:

    We could consider making it possible to allow defending parties to prolong a conflict, even if the aggressor wishes to end it, by paying a similar fee per week as the aggressor. This would result in the ability to choose if you want to fight people, as well as giving a little bit of a consideration for the aggressor before they wardec people. Right now, if the aggressor loses their fights they let it slide and stop the wardec. But why should they? Why can't the defending party choose to extend the war declaration just to mess with you?


    Edit:
    A griefer is a player in a multiplayer video game who deliberately irritates and harasses other players within the game, using aspects of the game in unintended ways. A griefer derives pleasure primarily or exclusively from the act of annoying other users, and as such is a particular nuisance in online gaming communities, since griefers often cannot be deterred by penalties related to in-game goals. ( http://en.wikipedia.org/wiki/Griefer )

    While you use intended methods, the mentality and approach of many people engaged in high-sec wardecs borders on griefing. Sure, that IS part of EVE, and it does matter to our game. But there's a point where your actions become harassment. Be mindful of that, seeing that CCP does take fairly actively to harassment.

    That being said,
    My point regarding griefing is that a lot (not all) of the high-sec wardec groups think they are hot ****, but the second that a competent opponent meets them in battle they either run away or dock up. That's what I despise about most groups, they harass and annoy people but when someone finally fights back they run like little cowards.

    All my posts are on my personal title and should not be confused as me speaking for anyone else.

    Black Pedro
    Mine.
    #93 - 2015-02-26 13:31:58 UTC
    Alexhandr Shkarov wrote:

    A griefer is a player in a multiplayer video game who deliberately irritates and harasses other players within the game, using aspects of the game in unintended ways. A griefer derives pleasure primarily or exclusively from the act of annoying other users, and as such is a particular nuisance in online gaming communities, since griefers often cannot be deterred by penalties related to in-game goals. ( http://en.wikipedia.org/wiki/Griefer )


    Eve is a competitive, PvP sandbox. You have to defend your corporation. Other people attacking you because you have a corporation is not "griefing" or "harassment" in the EULA breaking sense. It is the intended game play.

    CCP wrote:

    A grief player, or "griefer," is a player who devotes much of his time to making others’ lives miserable, in a large part deriving his enjoyment of the game from these activities while he does not profit from it in any way. Grief tactics are the mechanics a griefer will utilize to antagonize other players. At our discretion, players who are found to be consistently maliciously interfering with the game experience for others may receive a warning, temporary suspension or permanent banning of his account.

    This should not be confused with standard conflict that might arise between two (or more) players, such as corporation wars. The EVE universe is a harsh universe largely driven by such conflict and notice must be taken of the fact that nonconsensual combat alone is not considered to be grief play per the above definition.


    There is no evidence that the "health of the game" is in danger because of non-consensual wardecs - in fact the opposite as CCP Rise has recently commented on:

    CCP Rise wrote:
    We have tried and tried to validate the myth that griefing has a pronounced affect on new players - we have failed. The strongest indicators for a new player staying with EVE are associated with social activity: joining corps, using market and contract systems, pvping, etc. Isolating players away from the actual sandbox seems very contrary to what we would like to accomplish.


    Perhaps there are some changes that can make wardecs more fun for both sides, but adding ways to avoid them and isolating corporations from the sandbox is not the direction we should be taking this game.
    Kaarous Aldurald
    Black Hydra Consortium.
    #94 - 2015-02-26 14:09:24 UTC
    Alexhandr Shkarov wrote:

  • Yes, I believe that wardecs in core concept are a rightful and needed thing to prevent ultimate security from being reality.
  • Yes, I think that people need to be able to fight, and bring their fleets upon the aggressors.
  • No, I do not support more security in high-sec.


  • You might want to edit your previous posts then, because you've actually posted the complete opposite of these three things.



    Quote:

  • All the power to initiate is in the aggressor's hands.


  • Well duh. That's how it works in a predator vs prey situation. If you don't like that, fortunately unlike nature you can just decide to stop being a prey animal.


    Oh, and the defender can have a say in whether the aggressor closes the dec or not, when they're the ones paying for it.

    All of your problems seem to stem from a pigheaded refusal to actually take the initiative. How about you actually play the damn game? Ever thought of that?


    Quote:
    This abuse can be an issue for players to enjoy the game, which in the end is more important for the health of this game. Yes, even carebears matter.


    No. The core principles of this game matter more than people who are deliberately playing the game wrong.


    Quote:

  • There's no way to deal with the wardec other than trying to fight them on their terms.


  • Unbelievable.

    You could, and I know this is a shocker... fight on your own terms? Stop acting like you're some kind of victim here, you have access to each and every mechanic in the game that the aggressor does, and more besides.


    Quote:
    But I do not think that the power to engage should lie with one party.


    IT DOESN'T! People like you are literally giving it away!

    "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.

    Mag's
    Azn Empire
    #95 - 2015-02-26 14:31:38 UTC  |  Edited by: Mag's
    Alexhandr Shkarov wrote:
    I think you're missing my point though.
    They are not though and that's the funny part in all this chat. It's your poor attitude to the game, which is ultimately at fault here.

    Eve is what it has always been. I find it amazing that someone starts playing the game, then complains about it's rules later. Rather like complaining about how another player out manoeuvred you in chess. Then saying you want the game rules changed to favour you instead.

    Alexhandr Shkarov wrote:
    That's what I despise about most groups, they harass and annoy people but when someone finally fights back they run like little cowards.
    This sentence alone, only goes to highlight your issue. You take this way too personally, instead of looking for ways to beat other players of the game.

    Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

    Alexhandr Shkarov
    The MorningStar. Syndicate
    #96 - 2015-02-26 14:52:05 UTC  |  Edited by: Alexhandr Shkarov
    Mag's wrote:
    Alexhandr Shkarov wrote:
    I think you're missing my point though.
    They are not though and that's the funny part in all this chat. It's your poor attitude to the game, which is ultimately at fault here.


    I've made a conscious decision to see major wardec groups that declare wars on other groups and actually fight, different from the small groups that wardec as many people as they can, yet run into a station the second opposition comes up. You want to fight a wardec? Be a man and stand your ground when the defenders do bring a fleet to fight you.

    It's these risk averse groups wardeccing people but hiding when they are seeing any form of opposition, that make the whole system feel weird. It's these people who simply do it to annoy others, that get people riled up against it. Is it a legal and acceptable method? Oh yes. But does that mean I have to find it a respectable activity? No, not at all.

    As for you, Kaarous Aldurald, I like how you blissfully ignore suggestions that could be discussed while sticking to the points you want to pick apart, simply based on a different perspective. I gave a solution in my last post that might be an interesting dynamic to not only give defenders means to act back, but also to make a war declaration more meaningful. Since you ignored it, I will quote it for you again, just so that you don't need to search.


    Quote:

    I am all for a good PVP system with the ability to keep people on their toes 24/7. But I do not think that the power to engage should lie with one party. So for example:

    We could consider making it possible to allow defending parties to prolong a conflict, even if the aggressor wishes to end it, by paying a similar fee per week as the aggressor. This would result in the ability to choose if you want to fight people, as well as giving a little bit of a consideration for the aggressor before they wardec people. Right now, if the aggressor loses their fights they let it slide and stop the wardec. But why should they? Why can't the defending party choose to extend the war declaration just to mess with you?


    I am definitely not the perfect player, I do not live in highsec at all, but I do feel that it's not a good thing to force people to either fight (which is good), or disband the corp/logoff for a week. That will only force people into larger and established groups, leading to stagnation in the long run. Look at 0.0 and how four large groups dominate the scene with any resistance squashed before anything can happen.

    Also:
    If we do not question mechanics occasionally to discuss it and keep the way open for progress, you will stagnate. We will not get a perfect system, and no one is 100% safe. Awesome! But in the end, we are well within our right to question the systems in place and think of ways to improve it for all parties. Not just the one that has the power.


    Edit:

    Quote:
    A majority of the wardeccing groups in high-sec deliberately target as many small groups as possible to try and get free kills from them. They target players who aren't big enough to stand up against them, and the second a fleet is formed up the aggressor docks up with no risk as result. When there's a lot of allies in a wardec, they simply stop paying it and a few days later it is gone.


    From an earlier comment.
    The underlines comments are my problems with the way wardecs work these days. It's not about people getting wardecced, but about the way people go about it. Each time you bring this argument up, the wardec players begin to scream and yell how EVE should be a sandbox. Yes, it should be. But EVE isn't about you being a special snowflake. If you fight when you wardec against defending fleets, props to you and I have nothing against you. If you dock up when the defenders show up, you've lost my respect and will be marked a hypocrit.

    All my posts are on my personal title and should not be confused as me speaking for anyone else.

    Kaarous Aldurald
    Black Hydra Consortium.
    #97 - 2015-02-26 15:30:52 UTC
    Quote:
    We could consider making it possible to allow defending parties to prolong a conflict


    Wardec them back. Jesus Christ, do I have to spell out everything for you? You already have what you think you're asking for, you just can't see through your bullshit narrative to figure it out.

    Literally every single post you have made in this thread is based in total ignorance of the reality of the war mechanic.

    "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.

    ShahFluffers
    Ice Fire Warriors
    #98 - 2015-02-26 18:47:34 UTC
    Kaarous Aldurald wrote:
    Quote:
    We could consider making it possible to allow defending parties to prolong a conflict


    Wardec them back. Jesus Christ, do I have to spell out everything for you? You already have what you think you're asking for, you just can't see through your bullshit narrative to figure it out.

    Literally every single post you have made in this thread is based in total ignorance of the reality of the war mechanic.

    He doesn't even have to Wardec the aggressor... he just has to make the war "mutual." This cancels out any war fees and "locks" both sides into the war until one or the other "surrenders."

    Yeah... the defender has LOTS of options at his/her disposal. The trick is actually using them and not being so stuck in personal principles or ethics (which shouldn't have been brought into the game in the first place... because it's a game... and games don't care about you FEEL about a mechanic... it simply "is" and you either use it or you don't).
    Kaarous Aldurald
    Black Hydra Consortium.
    #99 - 2015-02-26 22:39:24 UTC
    ShahFluffers wrote:
    Kaarous Aldurald wrote:
    Quote:
    We could consider making it possible to allow defending parties to prolong a conflict


    Wardec them back. Jesus Christ, do I have to spell out everything for you? You already have what you think you're asking for, you just can't see through your bullshit narrative to figure it out.

    Literally every single post you have made in this thread is based in total ignorance of the reality of the war mechanic.

    He doesn't even have to Wardec the aggressor... he just has to make the war "mutual." This cancels out any war fees and "locks" both sides into the war until one or the other "surrenders."

    Yeah... the defender has LOTS of options at his/her disposal. The trick is actually using them and not being so stuck in personal principles or ethics (which shouldn't have been brought into the game in the first place... because it's a game... and games don't care about you FEEL about a mechanic... it simply "is" and you either use it or you don't).


    Mutual can work with that, yes. His statement was after the aggressing corp had dropped the war, however.

    But yeah. People need to quit handcuffing themselves, then insisting that other people be handcuffed along with them to be "fair".

    "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.

    Jeven HouseBenyo
    Vanity Thy Name Is
    #100 - 2015-02-28 19:33:34 UTC  |  Edited by: Jeven HouseBenyo
    Black Pedro wrote:
    Jeven HouseBenyo wrote:
    ]2. As a relative R00kie, I would like to move and spend more time in low, and eventually null. However, that would mean signing my clone's soul over to an already established corp. and it's alliance. For those of us still in that first year, them's the options to get out of highsec and out of the poisonous teachings of a few carebears that set newbies up for later repeat failures when out on their own. There's simply not a lot of successful opportunities in low and null for a smaller corp of people playing for under 2 years to set up a stake to defend. So low and null stay stagnant, the constant wars there bring pirates up to high for easier targets. We're both losing by winning on this. Breaking up some of that stagnation, well that would be an overall win for all.

    I agree and let's hope CCP keeps this in mind when they revamp the sov mechanics. Still, it will always be hard for a solo and small group to compete with the numbers of the large corps. You really should consider joining such a corp as the mechanics favour the safety in numbers - don't look at it as "selling your soul" but rather a learning experience for later when you want to start your own corp. You can leave any time and if you find the right fit for you, you can gain access to much game content with no or little downside.

    Highsec needs to be made less lucrative and opportunities outside highsec made more clear to newer players to encourage them to leave. Also, the NPE should involved multiple ship losses to other players (of inconsequential ships) so players avoid the trap of becoming risk-averse and becoming attached to their ships. It also should be made absolutely clear from the beginning that destroying ships, in any security space, is part of the game and when people do it they are not insulting, hating on, griefing, or otherwise breaking the rules. And as an extension of this, that you are not entitled to run a PvE corp in isolation from the risk that someone else in the sandbox might try to stop you.


    Part of what keeps highsec much more 'profitable' is how the range on raw materials has been set. I can, with time and some luck, get most of what this character needs for his Industry OCD without going under a 0.5 rating. Perhaps seeing that space in the 0.6-0.4 as an amorphous mid-sec could change things just a tad for either end by placing more of those raw materials there. It draws the highsec only toons into the grey zones, while those that live more full-time in low and null have a slightly better access to the possible profits to be made. Then it goes to the risk vs. rewards on both ends of the security spectrum ratings. How lucky/defended/offensive do I feel tonight, huh punk?

    A second character of mine is the Founder and CEO of a very small currently highsec based corp. That combined with a little time with both a highsec and lowsec corp are my training grounds for learning for what at least Doesn't work for me and a few others in a player run corp. There's a few reasons I haven't followed any promptings to pull Jeven out of the NPC corp. Number one with a bullet would be moving all of his crap again! Whugh, that was pricy to Blackfrog his hamster hoard before, it would be a higher bill to move it now! It's one of those things, I have a better idea what I'm looking for in a corp and I'm not too fond of signing on with any crew without having more than a vague idea what I'll be facing in other players' personalities, the management style of leadership, locations, and overall goals from the short/medium/long terms, activity levels, etc.

    Entitled to isolation to run a PvE corp without risk... got to give that one a big fat NO vote. That was one thing I didn't think existed when I joined. The only thing I consider myself 'entitled' to in Eve is a client that gets more of the bugs fixed before the next mini-expansion is launched. CCP, did you read that line? I'm paying to play, so pleeeeze, fixie more than you break. (and quit trying to make my skull esploode from all the updated shiny graphics unless you plan to pay for my prescription pain killers and new glasses) If I want isolation while playing a game, then it's time to fire up the PS3 and spend more time on the save file for FFVII. That's pretty play game isolated, I play Eve for some socialization along with spaceship build and break fun times.

    >Jeven

    Minny boat flyer, unofficial squeaky wheel.

    'Game Ethics and Morality Monitor' I remember promises.

    Snark at 11-24/7/365.25. Overshare? Yup.

    Yes it's my fault. And if you don't staap it I'll do it again. ;-P

    No you can't has my stuffs OR my SPs.