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Nerfs, and the coming of the second shard

First post
Author
Syn Shi
School of Applied Knowledge
Caldari State
#221 - 2015-02-12 03:12:02 UTC
La Nariz wrote:
Syn Shi wrote:
Scipio Artelius wrote:
Eli Apol wrote:
edit: Either way it's a method for lowsec PvPers to move into highsec to take up PvE, not a buff for people already in highsec PvEing

We seem to agree.

The arguments posted in the thread have been along the lines of, if increasing the size of the sec status hit is a nerf to pvp, then tags should be seen as a buff to pvp.

But tags aren't designed to allow more pvp. They are designed to allow access to highsec with less risk of pvp, hence not a buff to pvp.




Tags are there to let people who made the choice to pooch their status back into hi-sec.

Which is strange...because they want to pvp but for some reason want to go into an area with little pvp.

You would think they would just stay in low and null if it was for pvp.

Who is avoiding pvp again?


Area wouldn't have low pvp if it quit being nerfed. CCP should just shift all highsec pvers onto SISI and be done with it. Risk free meaningless pay that I'm sure they'll continue to pay for.



For someone who hates hi-sec you sure are making an effort to try get back in.

Buy some tags with all that isk from doing pve in nullsec.
Unezka Turigahl
Det Som Engang Var
#222 - 2015-02-12 03:21:51 UTC  |  Edited by: Unezka Turigahl
Herzog Wolfhammer wrote:

So many have tried to address this over the years. The lack of response from CCP over the reformation of the NPE pretty much says "the players need to handle this".


Last time they talked about it they seemed to be planning to remove the NPE all together, and instead put things in place that aid new players in "discovery".

Herzog Wolfhammer wrote:

For loss, players should be given ships by tutorial mission agents and then sent on missions where the destruction of the ship is guaranteed. Perhaps even a part of the mission. This keeps them from being like "Oooh my first frigate! I'll keep it forever and ever!"


There already is a noob mission that does this. But it is pretty lame. You shoot a tower, it blows up and takes out your ship with it.

When I first started actually subscribing to this game instead of messing around with trial accounts, salvage had just been added into the game. I think this was 2007. Salvage was ridiculously valuable at the time, I made 300mil salvaging frigate wrecks in noob-only mission pockets in my Reaper. Anyway, the coolest thing was all the noobs were competing over these noob mission pockets pretty heavily. Stealing loot and blowing up each others rookie frigates. I would like to see noobs start out with the ability to fit a full range of civilian modules on their rookie ships. AB, MWD, scrams, disruptors, webs, everything. Maybe make the civilian scram, disruptor, and web only work on other rookie ships. Then add pockets that only rookie ships can enter into, with an objective for noobs to complete that pits them against other noobs.

Herzog Wolfhammer wrote:

It might also be epic if players were given missions (by what mechanics I don't know) whereby they have to "find and shoot a negative sec status player in lowsec".


CCP was also talking about adding achievements into the game with goals like this.
Jenshae Chiroptera
#223 - 2015-02-12 03:26:42 UTC
Unezka Turigahl wrote:
Herzog Wolfhammer wrote:

So many have tried to address this over the years. The lack of response from CCP over the reformation of the NPE pretty much says "the players need to handle this".


Last time they talked about it they seemed to be planning to remove the NPE all together, and instead put things in place that aid new players in "discovery".

Herzog Wolfhammer wrote:

For loss, players should be given ships by tutorial mission agents and then sent on missions where the destruction of the ship is guaranteed. Perhaps even a part of the mission. This keeps them from being like "Oooh my first frigate! I'll keep it forever and ever!"
There already is a noob mission that does this. But it is pretty lame. You shoot a tower, it blows up and takes out your ship with it.

When I first started actually subscribing to this game instead of messing around with trial accounts, salvage had just been added into the game. I think this was 2007. Salvage was ridiculously valuable at the time, I made 300mil salvaging frigate wrecks in noob-only mission pockets in my Reaper. Anyway, the coolest thing was all the noobs were competing over these noob mission pockets pretty heavily. Stealing loot and blowing up each others rookie frigates. I would like to see noobs start out with the ability to fit a full range of civilian modules on their rookie ships. AB, MWD, scrams, disruptors, webs, everything. Maybe make the civilian scram, disruptor, and web only work on other rookie ships. Then add pockets that only rookie ships can enter into, with an objective for noobs to complete that pits them against other noobs.
I thought that maybe giving newbies a few days or a week in a tutorial system, that is like null before being moved to the main server might be interesting.

The time limit helps to ensure that veterans aren't there long or achieve much.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

GetSirrus
Imperial Academy
Amarr Empire
#224 - 2015-02-12 03:42:42 UTC
Insurance removed; how does it fit into Risk and Reward to commit an action for which you are guaranteed an outcome? Whether you succeed in the gank, you still receive a reward?

penalties tripled; largely irrelevant, just get to -10 faster. it does not go any lower for recidivism

mining links in shields; Tend to agree here, but this was clearly stated as a holding solution for null and rorquals. In high-sec orcas are commonly used to both haul and boost, so they don't hide a pos.

ventures with stabs; a frigate?? Since they don't have any decent EHP to withstand alpha most will pop before alignment. CODE had a reasonably successful contest in August proving that. Plus you really need to think outside of high-sec for moment. These things are used harvest gas, outside of high-sec, against rats with points.

awox; You skipped the key point that it was proposed by a null-sec csm officer. Did not originate with high-sec. You need to give credit where due.
Mara Rinn
Cosmic Goo Convertor
#225 - 2015-02-12 03:53:38 UTC
Scipio Artelius wrote:
Mara Rinn wrote:
So I take it you hold the view that a mission-spamming care bear wouldn't use polarised weapons

Yep, pretty much sums it up.

I'll take your silence to my question as a yes too.


You need to read your question again, specifically the part where you assume that a PVP fit ship with polarised weapons is somehow not an easy target for gankers.
Mara Rinn
Cosmic Goo Convertor
#226 - 2015-02-12 04:01:18 UTC
Scipio Artelius wrote:
Eli Apol wrote:
edit: Either way it's a method for lowsec PvPers to move into highsec to take up PvE, not a buff for people already in highsec PvEing

We seem to agree.

The arguments posted in the thread have been along the lines of, if increasing the size of the sec status hit is a nerf to pvp, then tags should be seen as a buff to pvp.

But tags aren't designed to allow more pvp. They are designed to allow access to highsec with less risk of pvp, hence not a buff to pvp.


At the same time, the sec status hit is perceived as a nerf to PVP by the OP of this thread. Since the tags-for-sec is an easier way to recover sec status (for those people who consider security status important), it's a buff to (lowsec) PVP. You've even stated this yourself in this thread: you need to keep yourself clean to make life easier for your lowsec PVP play style. Tags for sec allow you to continue to PVP in lowsec with less risk.

There are issues with lowsec PVP and security status, such as the inability to set drones to assist a fleet member. The model is broken at a more fundamental level than, "my sec status takes too much of a hit when I shoot people."
Lupe Meza
Hedion University
Amarr Empire
#227 - 2015-02-12 04:09:13 UTC
I don't think CCP should do anything with the NPE to promote PVP honestly.

This is advertised as a player driven game, players shouldn't really be told they have to do anything. The NPE should show some of what is available and a handful of possibilities and some basics on mechanics and pretty much that is. It should show them what choices they can make. PVP isn't a prerequisite for EVE. You can have a fine career in EVE without killing anyone taking up an Exploration or Industrial track. You can have the a killboard redder than a baboon's ass and your game will boot up just fine and you won't be greeted with a "You account has been terminated, you suck; Love CCP" message.

Just because some players make the entirety of their game experience about blowing up random capsuleers, sometimes even outside the docking ring, does not mean that is something that everyone should aspire to. Being a carebear, while boring IMO, is a perfectly legit choice. Just like the choice to spend your days refusing to kill anything with actual guns on it is a choice. Just like spamming duel invites to catch a clueless sucker is a choice. Just like deccing everyone in local in High Sec is a choice. I'm not going to pretend that the later examples are more worthy ways of spending your gametime. Your gametime should be spent however you want, it's your sub and it is a sandbox.

If you want more players to PVP, take the time to seek out new players and blood for your PVP corps. Recruit, take them under your wing, go on fleets. Show them how fun and awesome it is. Show them how to live in low, how to live in null. D-Scan, Dotlan, In game map statistics, show them how to be successful. That's not something CCP should do that is something that players should be doing. If your way of EVE life is best, prove it. Or don't.

Unezka Turigahl
Det Som Engang Var
#228 - 2015-02-12 04:28:34 UTC
I think the point is that the NPE is heavily biased towards PvE, particularly mission running style PvE. It treats EVE as if it is like all the other quest-grinding games, which it is not.
Sibyyl
Garoun Investment Bank
Gallente Federation
#229 - 2015-02-12 04:31:47 UTC

Elenahina wrote:
Player corporations don't need more stuff to do - they already have access to everything in the game - unless you mean arbitrarily limiting access to things for members of NPC corps - but I doubt that's what you were trying to get at.


There is no benefit for any single PVE activity in the game by being in an actual wardeccable corp.

You need both the carrot and the stick.

Applying the stick alone does nothing for the PVE player, since the perfect loophole to skip wars already exists. If the loophole disappeared, there is still nothing you could do to make that player undock. As this is a game of alts, you are likely having no effect on a typical player's livelihood.

Incentivize PVE players by providing benefits to their activities for being in a corp and tie it to corp age and player membership in corp age (not my idea, it is Sabriz's). Disincentivize NPC corps by raising their taxes and applying these taxes to other activities (like say.. selling on the market).


Quote:
If the members of the corporation don't feel any sense of common identity, they have no real reason to defend the corporation - no skin in the game, as my father would say. They can drop that corp and move on to a new one with the same people and literally no one would care.

Take my corp, for example - Agony has a name - a reputation within the larger Eve community. The members have a common sense of identity, because of that reputation, and we have a common set of goals. That makes our corporation worth defending - we're not protecting space pixels, but we are defending our reputation as a corp.


This is a value judgment on your part. Just because you want to defend the corp name, or join the army during draft time, or (insert any activity you'd like here), doesn't mean that some other person has the same priorities and the same values. We can argue that a lot of types of personal values may be bad for EVE as a game long term, but just because players don't go up in arms to defend a corp during a wardec isn't necessarily an end to EVE as we know it.

Some people make corps to be social and the name itself may be meaningless. As long as the loophole exists, it would be foolish for them not to use it. There is no e-honor requirement for wardecs and decc-dodging.

You are consenting to PVP as soon as you undock. However, nobody should have to consent to not utilizing any and every legal method in the game to get ahead. In this case, a player who doesn't care for a wardec does not participate in one. Running away is a perfectly valid strategy in 100% of cases.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Lupe Meza
Hedion University
Amarr Empire
#230 - 2015-02-12 04:38:34 UTC
Unezka Turigahl wrote:
I think the point is that the NPE is heavily biased towards PvE, particularly mission running style PvE. It treats EVE as if it is like all the other quest-grinding games, which it is not.


PVE is the easiest way for a new player to get a starting amount of ISK beside trading, but trading requires starting capital. I don't view this as a bad thing. I don't think it sets up players for a grind, or sets EVE up as one of those types of games. I think rather that players coming in a programmed to think that way and it takes them a while to see the possibilities after years of collecting bear asses and getting purple lewt.

EVE can be a quest-grinding game if you want it to be. After all there are missions to grind. I tend to shy away from a mentality of defining what EVE is not, especially when few can say what it is. But in this case clearly there are quests and NPC's and rewards.
baltec1
Bat Country
Pandemic Horde
#231 - 2015-02-12 05:03:58 UTC
GetSirrus wrote:
Insurance removed; how does it fit into Risk and Reward to commit an action for which you are guaranteed an outcome? Whether you succeed in the gank, you still receive a reward?


It had a huge impact on ganking making it massively more expensive.

GetSirrus wrote:
penalties tripled; largely irrelevant, just get to -10 faster. it does not go any lower for recidivism


sec status loss is not the only penalty that has increased, not by a long shot.

GetSirrus wrote:

awox; You skipped the key point that it was proposed by a null-sec csm officer. Did not originate with high-sec. You need to give credit where due.

While that might be true it is still another nerf to the "bad guys" of highsec.


What the OP is highlighting is that there has been a massive reduction in risk for highsec while the rewards have seen no reduction. Infact they have been buffed greatly.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#232 - 2015-02-12 06:05:13 UTC  |  Edited by: Scipio Artelius
Mara Rinn wrote:
You've even stated this yourself in this thread: you need to keep yourself clean to make life easier for your lowsec PVP play style. Tags for sec allow you to continue to PVP in lowsec with less risk.

Where did I state this exactly? If that was you interpretation, it wasn't my intent. I use them as an easy option to repair sec status to fly logistics. Not for an easier life in lowsec. If CCP removed them, I just wouldn't fly logistics anymore. I don't really care in the slightest about an easy life. Easy isn't why I play eve.

Tags don't make life easier in lowsec, nor are they about pvp. That was never their intent. The intent is all explained in the devblog.
Carmen Electra
AlcoDOTTE
Test Alliance Please Ignore
#233 - 2015-02-12 06:13:30 UTC
Scipio Artelius wrote:
Mara Rinn wrote:
You've even stated this yourself in this thread: you need to keep yourself clean to make life easier for your lowsec PVP play style. Tags for sec allow you to continue to PVP in lowsec with less risk.

Where did I state this exactly? If that was you interpretation, it wasn't my intent. I use them as an easy option to repair sec status to fly logistics. Not for an easier life in lowsec. If CCP removed them, I just wouldn't fly logistics anymore. I don't really care in the slightest about an easy life. Easy isn't why I play eve.

Tags don't make life easier in lowsec, nor are they about pvp. That was never their intent. The intent is all explained in the devblog.

Scip, I'm really trying to think of a way to troll you, but I just can't.

Here, have this hug instead.

La Nariz
Aliastra
Gallente Federation
#234 - 2015-02-12 06:22:37 UTC
Syn Shi wrote:
La Nariz wrote:
Syn Shi wrote:
Scipio Artelius wrote:
Eli Apol wrote:
edit: Either way it's a method for lowsec PvPers to move into highsec to take up PvE, not a buff for people already in highsec PvEing

We seem to agree.

The arguments posted in the thread have been along the lines of, if increasing the size of the sec status hit is a nerf to pvp, then tags should be seen as a buff to pvp.

But tags aren't designed to allow more pvp. They are designed to allow access to highsec with less risk of pvp, hence not a buff to pvp.




Tags are there to let people who made the choice to pooch their status back into hi-sec.

Which is strange...because they want to pvp but for some reason want to go into an area with little pvp.

You would think they would just stay in low and null if it was for pvp.

Who is avoiding pvp again?


Area wouldn't have low pvp if it quit being nerfed. CCP should just shift all highsec pvers onto SISI and be done with it. Risk free meaningless pay that I'm sure they'll continue to pay for.



For someone who hates hi-sec you sure are making an effort to try get back in.

Buy some tags with all that isk from doing pve in nullsec.


What?

This post was loving crafted by a member of the Official GoonWaffe recruitment team. Improve the forums, support this idea: https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=345133

Black Pedro
Mine.
#235 - 2015-02-12 06:34:48 UTC  |  Edited by: Black Pedro
Lupe Meza wrote:
EVE can be a quest-grinding game if you want it to be. After all there are missions to grind. I tend to shy away from a mentality of defining what EVE is not, especially when few can say what it is. But in this case clearly there are quests and NPC's and rewards.

Of course it can be. But CCP has made it clear that those that treat as such, whether because they think that is what they should do, because the think they enjoy it, or because they don't know better, tend not to stick with the game. CCP recognizes that of all the gameplay offered in the sandbox, the "leveling up your Raven" playstyle is not Eve's greatest strength, and that reflects in the abysmal retention rates of people who get stuck in that playstyle.

Highsec has been made too lucrative for the shrinking risk over the years, and this keeps many people from trying other things and ever leaving. Worse, it attracts back other players who may be perfectly happy making a living in lowsec or a wormhole, but rationally recognize it is not worth the significant risk and added cost of protecting yourself in more dangerous space for the same, or just a slightly increased amount of income.

There should be ways to grind quests in highsec, and there should be collaborative PvE there like Incursions, perhaps even more. However, they should not be the optimal way to make ISK in the game, or players will naturally gravitate to them and the rest of the game will stagnate (like the 75%+ of characters now living in highsec now?). CCP is going to have to do something though, as otherwise no one is going to leave highsec to populate CCP Seagull's new player-built-stargate-space and it will be deemed a failure.
GetSirrus
Imperial Academy
Amarr Empire
#236 - 2015-02-12 06:43:14 UTC
baltec1 wrote:
Infact they have been buffed greatly.


The ore yield for the retriever, procurer, skiff and mackinaw were all reduced by 25%

Refining now requires ore skills trained to level 5 plus an implant for parity to former returns.

Datacore research was nerfed in favor of FW LP.

Mineral returns lowered for Scrapmetal skill.

Not seeing a lot of buff at this end.
Nariya Kentaya
Ministry of War
Amarr Empire
#237 - 2015-02-12 06:57:03 UTC
Unezka Turigahl wrote:
Herzog Wolfhammer wrote:

So many have tried to address this over the years. The lack of response from CCP over the reformation of the NPE pretty much says "the players need to handle this".


Last time they talked about it they seemed to be planning to remove the NPE all together, and instead put things in place that aid new players in "discovery".

Herzog Wolfhammer wrote:

For loss, players should be given ships by tutorial mission agents and then sent on missions where the destruction of the ship is guaranteed. Perhaps even a part of the mission. This keeps them from being like "Oooh my first frigate! I'll keep it forever and ever!"


There already is a noob mission that does this. But it is pretty lame. You shoot a tower, it blows up and takes out your ship with it.

When I first started actually subscribing to this game instead of messing around with trial accounts, salvage had just been added into the game. I think this was 2007. Salvage was ridiculously valuable at the time, I made 300mil salvaging frigate wrecks in noob-only mission pockets in my Reaper. Anyway, the coolest thing was all the noobs were competing over these noob mission pockets pretty heavily. Stealing loot and blowing up each others rookie frigates. I would like to see noobs start out with the ability to fit a full range of civilian modules on their rookie ships. AB, MWD, scrams, disruptors, webs, everything. Maybe make the civilian scram, disruptor, and web only work on other rookie ships. Then add pockets that only rookie ships can enter into, with an objective for noobs to complete that pits them against other noobs.

Herzog Wolfhammer wrote:

It might also be epic if players were given missions (by what mechanics I don't know) whereby they have to "find and shoot a negative sec status player in lowsec".


CCP was also talking about adding achievements into the game with goals like this.

IMO achievements are a bad idea

the only people who would even care to look at them are the people who only play for them, and these people will NEVER integrate well with EVE because all theyll want to do is keep grinding for all the achievements, then demand more so they can grind those too, community integration/cooperation be damned. I know I for one would kick someone out of corp immediately if there reason for not showing up to an op (pvp or pve) was "too busy getting achievement X"

besides that, what kind of achievements could they even make? making achievements makes the activity seem like its supposed to be an "endgame" of sorts, or soemthing they SHOULD be doing, when honestly the things noobs should be doing to be encouraged to stick around cant be given a tracked metric ingame, because they are social in nature, and the social aspect should be what is pushed, along with ingame training by vets instead of tutorials.

in short, giving noobs better tools to get integrated into a community is both the best way to retain their subs, aswell as the best way to teach them the game and proper direction
Demerius Xenocratus
The Scope
Gallente Federation
#238 - 2015-02-12 07:19:26 UTC
Scaled down versions of the burner missions would be good for the NPE. Rats that hit hard but go down easy different tactics I.e. brawler rat needs to be kept at range or kiting rat needs to be burned down with close orbit. Just a thought. Tracking, transversal and Sig really need to be introduced early otherwise people are going to learn (or not learn) the hard way.
Unezka Turigahl
Det Som Engang Var
#239 - 2015-02-12 07:32:40 UTC
Nariya Kentaya wrote:

IMO achievements are a bad idea

the only people who would even care to look at them are the people who only play for them, and these people will NEVER integrate well with EVE because all theyll want to do is keep grinding for all the achievements, then demand more so they can grind those too, community integration/cooperation be damned. I know I for one would kick someone out of corp immediately if there reason for not showing up to an op (pvp or pve) was "too busy getting achievement X"

besides that, what kind of achievements could they even make? making achievements makes the activity seem like its supposed to be an "endgame" of sorts, or soemthing they SHOULD be doing, when honestly the things noobs should be doing to be encouraged to stick around cant be given a tracked metric ingame, because they are social in nature, and the social aspect should be what is pushed, along with ingame training by vets instead of tutorials.

in short, giving noobs better tools to get integrated into a community is both the best way to retain their subs, aswell as the best way to teach them the game and proper direction


I'm not so sure about achievements either, simply because it doesn't feel very EVE-like. I personally don't care about them in other games either. But they might help get some people to try out activities they might otherwise not want to try or not even be aware of. So I can see why CCP is considering them.
Thebriwan
LUX Uls Xystus
#240 - 2015-02-12 08:23:35 UTC
LOL!

No.

The changes are made every time just because some people can not behave like decent humans.

It's one thing to gank a freighter or make Jita burn for some time.
It's completely different to gank every freighter and barge in some ly distance.

If there is a loophole in the rules, or an exploit or a possibility to do harm without getting retaliation this possibility is swarmed by in game sociopaths and used to the max until CCP steps in.
THAT is the reason for most of the changes OP mentioned.

So remember. If you don't want to be ganked by CCP - don't do to much ganking/awoxing/whantever yourself.