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Decline in numbers... starting to turn into RAPID!!!

First post
Author
Tippia
Sunshine and Lollipops
#2061 - 2015-09-22 21:23:08 UTC
Lucas Kell wrote:
The problem with that is that most "criminals" don't fly anything worth attacking.
That's not a problem. That's just an excuse for not ruining their day.

A ganker constantly losing ships becomes a problem because it means they can't gank. It's not a matter of making them lose ISK — it's about achieving a mission kill, which is far more devastating since it means they've lost the one thing they can't get back: time.

Note the (very deliberate) change in wording there: constantly rather than occasionally. It's the occasional part that is the result of player choice; the mechanics are there to make it constant, but there is this collective decision to not bother providing that consequence.

Tyberius Franklin wrote:
Since mechanics currently support deterrence far more than response the lack of player enforced consequence is inevitable really. No one goes after the hardened, evasive and/or well defended targets, thus those defenders have nothing to shoot at and it appears that player choice favors a lack of defense.
Eh. I don't quite agree. Response is entirely possible, especially given the ganking methods currently in favour. Also, how can you project deterrence without ability to respond? For the evasion part, sure, but presenting a parade of defenders does indeed communicate that this is a hard target which means that response works as a tactic.
Estella Osoka
Cranky Bitches Who PMS
#2062 - 2015-09-22 21:23:14 UTC
Lucas Kell wrote:
Tippia wrote:
2. The lack of consequences is a direct result of player choice. Most of the consequences from player conflict are — unsurprisingly — meant to come from the player you're in conflict with. If that player choose to not conflict you back, then that consequence obviously does not materialise. This is why there's no advantage to spend ISK to get your sec status back up: you can stay low-status and not be overly bothered because the other players simply choose not to bother you.
The problem with that is that most "criminals" don't fly anything worth attacking. A ganker losing the occasional ship is hardly a problem when their ship is expendable anyway, and so a miner dishing out consequences is generally laughed at for the enormous waste of their time.


What? Most gankers I have seen are -10 sec status. Which means they can be attacked at will, by anyone. Who cares if it isn't worth attacking? If you got a ship that can take it out, then by all means do so.
Jonah Gravenstein
Machiavellian Space Bastards
#2063 - 2015-09-22 21:24:09 UTC
Bumblefck wrote:
Honestly, I'm just here to sit on my foldout chair and garner likes from passersby
*passes Bumblefck another cold one*

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Bumblefck
Kerensky Initiatives
#2064 - 2015-09-22 21:26:02 UTC
Jonah Gravenstein wrote:
Bumblefck wrote:
Honestly, I'm just here to sit on my foldout chair and garner likes from passersby
*passes Bumblefck another cold one*



Ayup


*cheers*

Perfection is a dish best served like wasabi .

Bumble's Space Log

Lucas Kell
Solitude Trading
S.N.O.T.
#2065 - 2015-09-22 21:30:26 UTC
Estella Osoka wrote:
What? Most gankers I have seen are -10 sec status. Which means they can be attacked at will, by anyone. Who cares if it isn't worth attacking? If you got a ship that can take it out, then by all means do so.
We're talking about consequences though, right? So the consequence of ganking is that you might lose a ship you aim to lose. Not exactly what I would call a consequence.

Tippia wrote:
A ganker constantly losing ships becomes a problem because it means they can't gank. It's not a matter of making them lose ISK — it's about achieving a mission kill, which is far more devastating since it means they've lost the one thing they can't get back: time.
Except it never happens, and never could happen. Mechanics are weighted so that it's impossible to actually stop a ganker. Sure, you might get the odd white knight volley one off the field in a blob, but even a half awake ganker is guaranteed to reach their target.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#2066 - 2015-09-22 21:34:03 UTC
Tippia wrote:
Tyberius Franklin wrote:
Since mechanics currently support deterrence far more than response the lack of player enforced consequence is inevitable really. No one goes after the hardened, evasive and/or well defended targets, thus those defenders have nothing to shoot at and it appears that player choice favors a lack of defense.
Eh. I don't quite agree. Response is entirely possible, especially given the ganking methods currently in favour. Also, how can you project deterrence without ability to respond? For the evasion part, sure, but presenting a parade of defenders does indeed communicate that this is a hard target which means that response works as a tactic.
Not quite what I meant, trying to communicate it more clearly: Aggressors have target selection, so when they see a target that looks like it could present capable defense that aggressor doesn't open themselves to "consequence" by aggressing it.

The end result is still that no consequential loss occurs on the aggressors side, and further, no evidence of the defense is left for analysis in determining how prevalent defense really is since no confrontation occurred.

Behaviorally, while one can equip oneself to respond, that's also the second best way to ensure you have nothing to respond to, and thus aren't actually providing a force of consequence as there is no act for there to be a consequence to.
Estella Osoka
Cranky Bitches Who PMS
#2067 - 2015-09-22 21:34:23 UTC
Lucas Kell wrote:
Estella Osoka wrote:
What? Most gankers I have seen are -10 sec status. Which means they can be attacked at will, by anyone. Who cares if it isn't worth attacking? If you got a ship that can take it out, then by all means do so.
We're talking about consequences though, right? So the consequence of ganking is that you might lose a ship you aim to lose. Not exactly what I would call a consequence.


You cost them time if you intercept them enroute to the gank. If you take out the scout who decides to go suspect for taking the loot, then you cost them their loot.

Moreover, it's just fun blowing up internet pixels.
Tippia
Sunshine and Lollipops
#2068 - 2015-09-22 21:34:41 UTC  |  Edited by: Tippia
Lucas Kell wrote:
We're talking about consequences though, right? So the consequence of ganking is that you might lose a ship you aim to lose
No, the consequence is that you fail to do what you came there to do.
https://en.wiktionary.org/wiki/mission_kill

Quote:
Except it never happens, and never could happen.
It rarely happens because players choose to not make it happen. There is absolutely nothing that keeps it from happening, and mechanics make it entirely possible to stop a ganker. You see, if they don't have a ship, they can't kill anything. Job done.

It can happen; it does happen; it prevents kills. Suggesting otherwise is nothing but sheer pigheaded ignorance of reality.


Tyberius Franklin wrote:
Not quite what I meant, trying to communicate it more clearly: Aggressors have target selection, so when they see a target that looks like it could present capable defense that aggressor doesn't open themselves to "consequence" by aggressing it.
Ah, ok. Yes, that makes more sense. You're talking more about direct pursuit or hunting for a kill than a general response.

Fair enough. That's part of why I characterise it as a collective decision, really. Any time the aggressor is out and about, he's open to consequences — it's just that it's not only the immediate target that should prove them, but rather anyone who comes across them in space.
Sugar Smacks
Khanid Royal Navy
Khanid.
#2069 - 2015-09-22 21:43:16 UTC  |  Edited by: Sugar Smacks
The far far majority of players never leave hi sec.

The far far majority of updates are only for nullsec.

These 2 facts show whoever makes decisions here is real dumb.

Is it really a surprise people are leaving when the majority is ignored for the minority?

This HAS to be Iceland thinking because this nonsense wouldn't make sense anywhere else.
Congrats guys you just dev'd yourself out of jobs, oh yea, that's your future.
Tippia
Sunshine and Lollipops
#2070 - 2015-09-22 21:44:44 UTC
Sugar Smacks wrote:
The far far majority of players never leave hi sec.

The far far majority of updates are only for nullsec.
Do you have any data to actually prove this?
Cancel Align NOW
Royal Amarr Institute
Amarr Empire
#2071 - 2015-09-22 21:47:50 UTC
Lucas Kell wrote:
Except it never happens, and never could happen. Mechanics are weighted so that it's impossible to actually stop a ganker. Sure, you might get the odd white knight volley one off the field in a blob, but even a half awake ganker is guaranteed to reach their target.


It is not the weight of the mechanics which limit white knighting. It is the play style choice of those involved. The ideal gank target is a solo player with no interest in shooting others. Such a player will probably not have the inclination to learn how to track -10s locations and make them targets. There is much misinformation about how one can hurt gankers in anti ganking channels.

Please note I am not saying that when one is ganked they should fight back nor implying it is their own fault, I am just saying anyone can use the game mechanics to their own end and my observation is that some use the mechanics more than others.
Indahmawar Fazmarai
#2072 - 2015-09-22 22:16:11 UTC
Cancel Align NOW wrote:
Lucas Kell wrote:
Except it never happens, and never could happen. Mechanics are weighted so that it's impossible to actually stop a ganker. Sure, you might get the odd white knight volley one off the field in a blob, but even a half awake ganker is guaranteed to reach their target.


It is not the weight of the mechanics which limit white knighting. It is the play style choice of those involved. The ideal gank target is a solo player with no interest in shooting others. Such a player will probably not have the inclination to learn how to track -10s locations and make them targets. There is much misinformation about how one can hurt gankers in anti ganking channels.

Please note I am not saying that when one is ganked they should fight back nor implying it is their own fault, I am just saying anyone can use the game mechanics to their own end and my observation is that some use the mechanics more than others.


The net result of the existing mechanics is that a PvPr can avoid playing as PvErs do, but a PvEr can not avoid playing as PvPrs do. Why?

My suggestion is to allow PvE earn means to PvP (like, hiring friendly NPCs) so everyone can play the same game in their own way.

It should be:

"Have you been PvP'ed? OK, now PvE in X way that will force the agressor to either PvE or suffer meaningful consequences."

Not:

"Have you been PvP'ed? Well now quit PvE'ing you punk and start PvP'ing or suffer the damned consequences"

CCP calls that "the sandbox", but I'd rather call it "used cat litter".
Lucas Kell
Solitude Trading
S.N.O.T.
#2073 - 2015-09-22 22:40:10 UTC  |  Edited by: Lucas Kell
Tippia wrote:
No, the consequence is that you fail to do what you came there to do.
https://en.wiktionary.org/wiki/mission_kill
It just makes them reship. I've ganked a lot and even with knights guarding the gates I've never thought "Well this is slowing me down".

In all honesty, I just don't see the player imposed consequences for ganking being in line with other player imposed consequences. There's just nothing for a disposable alt to really lose.

Cancel Align NOW wrote:
It is not the weight of the mechanics which limit white knighting. It is the play style choice of those involved. The ideal gank target is a solo player with no interest in shooting others. Such a player will probably not have the inclination to learn how to track -10s locations and make them targets. There is much misinformation about how one can hurt gankers in anti ganking channels.

Please note I am not saying that when one is ganked they should fight back nor implying it is their own fault, I am just saying anyone can use the game mechanics to their own end and my observation is that some use the mechanics more than others.
Even with full white knight intel and assistance, it still doesn't really change the landscape at all. Gankers just shoot someone else if the target is likely to be saved or just gank it anyway since the difference nights makes is minimal. I've been on both sides of it and firmly believe that defending a gank target is ridiculously more challenging than ganking one. Just getting on grid within the window is more challenging than ganking.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Tippia
Sunshine and Lollipops
#2074 - 2015-09-22 22:55:01 UTC
Lucas Kell wrote:
It just makes them reship.
Mission successful; consequence imposed.

Quote:
In all honesty, I just don't see the player imposed consequences for ganking being in line with other player imposed consequences. There's just nothing for a disposable alt to really lose.
…except the most valuable thing in the game: time.

Quote:
Even with full white knight intel and assistance, it still doesn't really change the landscape at all. Gankers just shoot someone else if the target is likely to be saved or just gank it anyway since the difference nights makes is minimal.
So their sitting around and not getting a gank because no viable target presents itself is not a change in the landscape? Trying anyway and failing because the entirely viable and effective defences proved viable and effective does not change the landscape?

At this point, I would suggest that you scrape a nail against your window because I have a sneaking suspicion that what you think is the landscape is just some highly impressionistic painting of an unrelated scene that someone's taped down on the glass for a lark…
Kaarous Aldurald
Black Hydra Consortium.
#2075 - 2015-09-22 23:05:54 UTC
Indahmawar Fazmarai wrote:

My suggestion is to allow PvE earn means to PvP (like, hiring friendly NPCs) so everyone can play the same game in their own way.


Your suggestion is a heinous, anti sandbox mechanic that would pretty much destroy the game. What you want is to never have to leave your little bubble, where you can effect others by just farming red crosses all day with zero effort. You want to remove any semblance of a burden of effort towards yourself, in one of the single most selfish things I have ever seen proposed on a video game forum.

Pathetic doesn't even begin to describe it.

"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.

Arthur Hannigen
#2076 - 2015-09-22 23:44:29 UTC
Jenn aSide wrote:
Market McSelling Alt wrote:
Jenn aSide wrote:
Market McSelling Alt wrote:
Jenn aSide wrote:


The "play my way" thing is stupid and you should know that. I've never told anyone to play like me. Go a head and link the post where I have told someone "you should do nothing but run anomalies, sometimes taking a break with incursions and lvl 5 missions and a little bit of pvp with your buddies".



What is the difference between telling people how to play and telling people how not to play?

These forums are littered with your posts of how people are "playing Eve Wrong"

If that isn't trying to shape their behavior to the way YOU want, I don't know what is.



That you don't understand is not hard to believe.

So you think telling someone "hey dude, you should tank your ship or maybe mine in a defensive group because CODE exists, and if you don't take precautions, you only have your self to blame, this is EVE" is somehow wrong?

The people I tell that too think they are entitled to safety. I'm not telling people to play my way, i'm say "recognize the reality of your own situation and choices".

It seems that for both you and Kell, the mere ideas of self awareness and personal responsibly are foreign concepts. That makes your way of thinking utterly foriegn (and stupid) to me.



That isn't what I am talking about and you know it. You have consistently told people that playing solo in highsec is wrong and that their playstyle should be abolished. You know it, I know it, everyone knows it.


You are a liar.

Link a single post where I said that.

Actually, on many occasions you have expressed dislike for high sec solo play, how stupid it is, and how it's wrong.
Cancel Align NOW
Royal Amarr Institute
Amarr Empire
#2077 - 2015-09-22 23:50:57 UTC
Indahmawar Fazmarai wrote:
Cancel Align NOW wrote:
Lucas Kell wrote:
Except it never happens, and never could happen. Mechanics are weighted so that it's impossible to actually stop a ganker. Sure, you might get the odd white knight volley one off the field in a blob, but even a half awake ganker is guaranteed to reach their target.


It is not the weight of the mechanics which limit white knighting. It is the play style choice of those involved. The ideal gank target is a solo player with no interest in shooting others. Such a player will probably not have the inclination to learn how to track -10s locations and make them targets. There is much misinformation about how one can hurt gankers in anti ganking channels.

Please note I am not saying that when one is ganked they should fight back nor implying it is their own fault, I am just saying anyone can use the game mechanics to their own end and my observation is that some use the mechanics more than others.


The net result of the existing mechanics is that a PvPr can avoid playing as PvErs do, but a PvEr can not avoid playing as PvPrs do. Why?

My suggestion is to allow PvE earn means to PvP (like, hiring friendly NPCs) so everyone can play the same game in their own way.

It should be:

"Have you been PvP'ed? OK, now PvE in X way that will force the agressor to either PvE or suffer meaningful consequences."

Not:

"Have you been PvP'ed? Well now quit PvE'ing you punk and start PvP'ing or suffer the damned consequences"

CCP calls that "the sandbox", but I'd rather call it "used cat litter".


Sounds like a great idea that would work hand in hand with the removal of concord.
Hasikan Miallok
Republic University
Minmatar Republic
#2078 - 2015-09-22 23:55:13 UTC
Player A: PvP is sociopathic and PvE is relaxing and and a way to wind down.
Player B: PvP is competive and challenging whilst PvE is a mindless grind.

The argument is pointless the two player types have totally different personality traits and perspectives and will never agree.

Jenn aSide
Soul Machines
The Initiative.
#2079 - 2015-09-23 00:22:35 UTC
Arthur Hannigen wrote:

Actually, on many occasions you have expressed dislike for high sec solo play, how stupid it is, and how it's wrong.


Go ahead and link a post then, where I used the word "WRONG" about something someone was doing in high sec. I know lots of good players in high sec, I play in high sec (incursions) from time to time. I dislike a subset of the high sec population that whines, but they aren't unique, in fact they are just like people in null who whine about AFK cloaking.

Stupid and Wrong are 2 different things, and a player doesn't have t be in high sec to do something stupid of hold a stupid opinion. If you can't understand what I'm saying, ask for clarification.


Kaarous Aldurald
Black Hydra Consortium.
#2080 - 2015-09-23 00:24:49 UTC
Hasikan Miallok wrote:
Player A: PvP is sociopathic and PvE is relaxing and and a way to wind down.
Player B: PvP is competive and challenging whilst PvE is a mindless grind.

The argument is pointless the two player types have totally different personality traits and perspectives and will never agree.



Except that the two ideas are not equivalent. Most especially, not when you're playing an explicitly PvP game.

"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.