These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
123Next pageLast page
 

In Response to Sugar Kyle - Highsec development

First post First post
Author
Ima GoodGirl
Aria Shi's Wasted ISK
#1 - 2015-10-06 01:15:50 UTC
In her latest blog article, Sugar has raised some valid questions:

http://www.lowseclifestyle.com/2015/10/taboo-questions.html?m=1

In GD in particular, we often see the sort of things she mentions, calls for change but no substance more than "CCP should change it".

So if you had a chance to redesign/introduce one substantial thing in highsec, what would it be and how would it improve the game?

I'll add my response later. I'm just on my phone right now.
Kaarous Aldurald
Black Hydra Consortium.
#2 - 2015-10-06 01:52:23 UTC
Facpo would be gone. I suppose you could call that a redesign of sec status mechanics.

It would introduce the opportunity for meaningful gameplay that isn't overridden by NPCs who are faster, stronger, and react more quickly than any group of players ever could.

It would improve the game because it would let pirate playstyle characters interact with highsec in more than just cheap, disposable ships, improving the potential for player interaction a hundredfold.

"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.

Mina Sebiestar
Minmatar Inner Space Conglomerate
#3 - 2015-10-06 03:07:32 UTC
Complete PVE mechanic rewrite to replace or exist parallel with current mind numbing red dots shootem up.Massive changes in mining as well.

Changes in space travel like being able to warp without interacting with any object.

Massive investment in PI

like creating planetary currency that is used to build planetary infrastructure,population,politics,economy planet to planet travel,transport tourism another fresh and new EVE realm running on parallel track with rest of the game.

Civilian activity,more visually convincing space. rotation and weather changes on planets and moons more hi def planets nebula's that are not backgrounds dust clouds meteors and other phenomena occurring sun damage ships.

Updating sansha inc AI to be less static and more engaging for all players fluxes in security status of space,live events new space expand universe.

Or in other words invest plenty as one can that's the only way to move it forward at fast enough inertia to matter ignore it and it will be like any other thing one ignore.

i believe that changes would just expand eve and not infringe on anything that is already here and would bring more ppl in.

Also mandatory remove and or buff ganking because that will totally fix all things for everyone.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Chainsaw Plankton
FaDoyToy
#4 - 2015-10-06 03:50:17 UTC
nerf it... I feel like I'm stacking exploits or something the way I'm running right now. it used to be fine, but burner missions and standings mechanics are just stupid. Other content just isn't worth doing.

Missions: I've always liked missions as a way to log in, not worry about stuff, blow up some ships, and not worry about taking orders. they are a nice solo activity for when you only have a little bit of time. However a number of changes have happened in the last few years that have created some very silly situations.

First Nerf concord LP, being able to stockpile concord LP and convert to any empire LP is stupid. Kills incentives to run for certain corps. Hopefully this would come with some sort of buff to the concord LP store, I imagine as is that would be too much LP for it to handle. Maybe restrict concord LP to navy stores (maybe that is too evil)

second. normalize LP payouts based on sec bands and not system sec. Overall this would probably be a reward/LP nerf. the sec status based payout just leads to clustering. there are like 4 agents in highsec that are worth using. Getting rid of agent quality was a great first step, but there have been enough changes since we have problems again.

third. normalize jumps for missions. overall they are pretty okay, but there are some silly situations. Warp speed implants being the best implants for mission running and regularly spending more time in warp than in mission is silly.

4th give navy style stores some sort of usefulness. having all the same stuff as navy stores means LP floods happen whenever that side is up. I had 1mil+ lp with CPF that I have been slowly using up when anything near 1k isk/lp shows up in the CN lp store. Looking at fuzzwork there are mostly 1 and 3% implants on the front page, with a few ammo choices. Suppose I could dump an ammo market but those markets are so flooded it is hard to maintain any decent trade.

The mission changes all go together as there are a few agent that might be worth using, but because they are in a high truesec any incentive of a special LP store is wiped out because of CONCORD convertible LP, or they are a navy corp and the LP trade out is bleh, or where they are leads to a bad jump pattern. Some aspects of the current system are desirable like systems rich with targets for ninjas or giving traders opportunities to create small regional hubs. I used to stock Irjunen with a large selection of goods, and made some nice profit doing so. however with all the changes irjunen completely dried up (speaking of that maybe CCP should make PI available there given there is almost no load on that node).

when it comes to missions I'll never be able to go back to normal, massive hordes of red icons that I can faceroll (speaking of that, sounds a lot like null anoms, not sure I could ever live in null either).

additionally maybe even buff lv1/2 missions. the amount of newbs that get sucked into mining because at day one it seems like best income when they could be shooting stuff instead is too high!

incursions: pretty much no comment, don't run them enough. flying a whole bunch of jumps just to wait around, and log in the next day to do another whole bunch of jumps. I don't know that I have too much of a problem with the content. I like the team up aspect, and think more content should require multiple people. Although the roflicer fits that you see get killed every once in a while make me wonder.

trading: multibuy/sell is awesome! since so much of trade is player driven not much to say on it as a mechanic.

mining: imo the whole system needs a revamp. as is CODE is doing community service work by discouraging mining. If anything I feel like mining barge HP got buffed too much.

production: would be nice if BS cost a little less to build in jita. most of the other stuff I make the fee doesn't even matter. hauling is a pain in the arse, would be nice to not have to haul like mad just to move stuff around.

ganking/wars: not much to say, pretty happy with the way things are. I found a post it with forum post ideas from years back and one said nerf concord, although if I remember right it came with the stipulation insurance payouts got nerfed. well that happened, and I'd say most ships got buffed enough *cough*destroyers*cough* that concord got nerfed so good job ccp Pirate

wormholes: why do highsec holes to thera not allow battleships Evil

contracts: would be nice to be able to search thera as a destination for courier contracts.

Standings: maybe make them mean something again.


if a ccper wants me to talk to them about mission specifics I'd be happy to. but in general I'm going to stay a little vague at least for now, I expect some patch to dump on me soon™ and when that hits I have like 8 backup plans of things I want to do. Until then I'll be rolling in my filthy pile of iskies.

@ChainsawPlankto on twitter

Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#5 - 2015-10-06 03:52:35 UTC  |  Edited by: Sentient Blade
Fix wardecs... it makes no sense whatsoever that a corp or alliance can wardec 20 to 30 others at once with few available counters to encourage fighting back... There needs to be some way to hit these corps where it hurts... destroy a certain item or certain value of things, and CONCORD immediately invalidates the war and more amusingly, denies the original aggressor any additional wars for say, 2 weeks.
Markus Reese
Deep Core Mining Inc.
Caldari State
#6 - 2015-10-06 04:08:38 UTC
If there was a single area of highsec I would fix, it would be the mission running mechanics to remove metagaming and scripting. In addition, I would develop it to encourage a fleet dynamic and indirect competition for mission goals. Give players a better taste of competition.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Rawketsled
Generic Corp Name
#7 - 2015-10-06 04:35:57 UTC  |  Edited by: Rawketsled
Train an AI based off solo-PVPers.

Put AI into burner missions.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#8 - 2015-10-06 04:38:55 UTC
Mining Indices for high sec

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Ima GoodGirl
Aria Shi's Wasted ISK
#9 - 2015-10-06 04:58:28 UTC  |  Edited by: Ima GoodGirl
Sentient Blade wrote:
Fix wardecs... it makes no sense whatsoever that a corp or alliance can wardec 20 to 30 others at once with few available counters to encourage fighting back... There needs to be some way to hit these corps where it hurts... destroy a certain item or certain value of things, and CONCORD immediately invalidates the war and more amusingly, denies the original aggressor any additional wars for say, 2 weeks.

Yeah, but how and what benefit would your suggestion bring?

Just saying "fix ABC" doesn't really offer much, since it's still just a call for CCP to do something rather than proposing anything useful.

I know we aren't game designers, but you must have some idea of what you would like to see in a redesigned wardec system.

Like for me for example:

Allow/Require the aggressing Corp/Alliance to declare victory conditions to CONCORD at the start of the war (not known to the defender, but all military operations work to a clear objective known to the attacker and since the wardec system involves paying CONCORD to turn a blind eye, CONCORD should probably have some way to measure whether that is worth continuing or not).

At the same time, allow Defenders to declare a victory condition too (so they don't just stay docked or logged off for the week, etc.).

Then each week, CONCORD measures against the victory conditions:

  • If defender meets victory condition and attacker doesn't, CONCORD sides with the defender and invalidates the war.
  • If Attacker meets victory condition and defender doesn't, CONCORD continues to side with the attacker and reduces the cost of the war
  • If both Attacker and Defender meet the victory condition, CONCORD increases the war cost significantly for it to continue, or invalidates it.


All recruitment would be stopped for a Corp at war and no one can leave a Corp at war.

How it would improve on the current situation?:

It allows attackers to continue to do what they currently do and gives them benenfits for being successful in terms of reduced costs to maintain the war. At the same time, it provides incentive to the defender to be active in order to see the war ended.

The overall risk would be no different to now, but both attackers and defenders would have incentive and attackers wouldn't face the situation of dissolved Corps, Corps leaving Alliances causing new costs to maintain aggression in future weeks, etc., while defenders have the opportunity to control the outcome of the war more than they do now.

It also encourages interaction and social play, which seems to be much more natural in low/null/WH play.

There would be no limit on the number of wars just the same as now, but each additional war adds more objectives to be met to maintain them, so there may be a point where Corps balance against # and meeting objectives.

That might be totally crazy and there might be a ton of holes in it, but how would you do it differently that provides balanced gameplay for both attackers and defenders and doesn't just nerf highsec aggression?
Chainsaw Plankton
FaDoyToy
#10 - 2015-10-06 06:50:37 UTC
Sentient Blade wrote:
Fix wardecs... it makes no sense whatsoever that a corp or alliance can wardec 20 to 30 others at once with few available counters to encourage fighting back... There needs to be some way to hit these corps where it hurts... destroy a certain item or certain value of things, and CONCORD immediately invalidates the war and more amusingly, denies the original aggressor any additional wars for say, 2 weeks.

meh, I have no problems with weak corps getting dunked. That said highsec wars seem to turn into games of catch the idiot who doesn't pay any attention, and shoot each other on a station till someone does something stupid and loses a ship. I have little patience for either, freaking weaponized boredom at its finest. I feel like worst case a wardec is an invitation for a corp to go play in low/null sec for a week and not even care about the wardec. As signal-cartel calls them "wardorks" Perhaps there needs to be some better explanation about creating/joining a corp for new players somewhere? At the same time I feel like if wardecs got removed the game wouldn't really lose anything.

Rawketsled wrote:
Train an AI based off solo-PVPers that's used for burner missions.

I mostly do want to see that, but in the end it is still pve and I imagine it will still get cheesed.

@ChainsawPlankto on twitter

Oxide Ammar
#11 - 2015-10-06 08:30:30 UTC
We need to be clear here, nerfing hisec to the limit that you wanna shove them to lowsec or nullsec won't happen in numbers you are thinking about but mostly these people will be out of the game totally.

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Do Little
Bluenose Trading
#12 - 2015-10-06 08:48:32 UTC
At the extremes we have PVP players arguing that highsec is too safe, they see a target rich environment and want easier access - forgetting that those targets are paying subscribers who have just as much right to enjoy the game as anyone else. Then we have carebears who argue it's too dangerous, non-consensual PVP should be restricted to low or nullsec - forgetting that if you remove the risk, you also remove the reward. I believe the playing field is tilted in favor of PVP at the moment, penalties for ganking are minor and choke point systems provide a steady supply of victims but I freely admit my opinion is biased!

So, what would I like to change that, hopefully, doesn't require a massive amount of development effort? Actually, not much. As a hauler, I would like to see Vecamia and Olettiers upgraded to 0.5 creating alternate routes between trade hubs. As a builder I would like to see loot drops restricted to salvage, components and blueprints - everything else should be player built.

I think the best thing CCP can do is continue to improve opportunities for builders in nullsec - give highsec industrialists incentive to move.
Anthar Thebess
#13 - 2015-10-06 10:18:28 UTC
Downgraded systems between all major factions so you cannot move between Caldari and Amarr space without passing a lowsec system.
Jeremiah Saken
The Fall of Leviathan
#14 - 2015-10-06 10:30:51 UTC
Mina Sebiestar wrote:
Massive investment in PI

This. Currently I can build a colony in 30 min - fun part. Then milk it - boring part. With introduction on citadels and their fits why not same setup with planets? Then interact planet - ships on orbit. Distant future I presume.

"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville

Leila Meurtrier
Why Am I Not Surprised
#15 - 2015-10-06 10:56:56 UTC
The biggest buff to highsec will come through halt on buffing unreasonable places with unconvincing mumble about risk vs reward.

One way I see it is direct multipliers (Both reductions and increases, like FW/Incursion system wide effects) based on player ISKs destroyed in the system. No PI effects (Stuff got only very short window to screw up the operation), but ratting (Increased bounty, officer spawns tied to it rather than security level) and mining (Increased yield, better ores) coupled with better and more frequent anomalies spawn. That gives?
1)Backwater systems being actually goddamned backwater. Is it safe? It is crap nobody wants. Players, off course, will find something average, but this system will liquefy plain cheap ISK havens.
2)Hardcore PvE'rs and PvP'rs being in one basket. Basically, guys who won't leave EVE just because of one simple loss and guys who is after someone suffering that loss.
3)Serious "Taxation" on officer and faction modules. Because after 3-6 cycles of destruction loot fairy don't smile but grins.
4)It gives incentive for organized groups to dominate on a fireball. Trouble is, they can't reliably give that fireball for rent, forcing them to do stuff by themselves.

Other thing is FW. Plex mechanic is a bull. Remove it completely, tie system capture to mission running, allow to choose destination system, apply the same "hotspot" system to them.
Celthric Kanerian
Viziam
Amarr Empire
#16 - 2015-10-06 11:09:09 UTC
I wish CCP would make more missions as the current ones have already been done a million times.
Max Fubarticus
Raging Main
Bullets Bombs and Blondes
#17 - 2015-10-06 11:22:53 UTC
I read the SK blog and found nothing new or Eve shattering that points to a specific issue (s) that require High Security space to be buffed / nerfed. So this thread is nothing more than a continuation of earlier ones lamenting Wardecs, gankers and other nonsense. Lets put this in the proper perspective.
"Eve is a PVP centric game you moron!" That is a quote from a player yesterday in Amarr space who was engaged in a heated debate with others in local. The subject? You guessed it! F1 monkeys versus carebears ideology. The problem is not that a particular aspect of HS is broke. It is the narrow mindset from both groups of players.

" Leave me alone, I just want to mine and build stuff. I don't want to socially interact with you. I don't like to PVP." OR "come out and fight! Stop whining and dropping Corp to avoid me. Risk averse babies"

Neither side is right or wrong. Their argument is "you are not playing the game as I see it"
What's wrong... the incessant whining and infantile arguments that have nothing to do with Eve game play as a WHOLE.
Exit soapbox------>

Max

Civil discourse is uniquely human. After all, when is the last time a pride of lions and a herd of water buffalo negotiated SOV over a watering hole? Never. Someone either gets their ass kicked or eaten. At the end of the day someone holds SOV.

Hir Miriel
Elves In Space
#18 - 2015-10-06 12:13:59 UTC  |  Edited by: Hir Miriel
Ima GoodGirl wrote:
In her latest blog article, Sugar has raised some valid questions:

http://www.lowseclifestyle.com/2015/10/taboo-questions.html?m=1

In GD in particular, we often see the sort of things she mentions, calls for change but no substance more than "CCP should change it".

So if you had a chance to redesign/introduce one substantial thing in highsec, what would it be and how would it improve the game?

I'll add my response later. I'm just on my phone right now.


My own little piece of Eden.

~ ~~ Thinking inside Schrodinger's sandbox. ~~ ~

handige harrie
Vereenigde Handels Compagnie
#19 - 2015-10-06 13:33:09 UTC
I would add someting akin to a Chamberlain Office for players who handle all station affairs and change the way you get missions handle PI and contracts.

Mission agents are removed and in their place is a system that offers opportunities to the Chamberlain. The capsuleer can accept these remotely and have all needed info send to him. Incase that nothing needs to be brought to a station, they can also be completed remotely by contacting your Chamberlain office to handle the paperwork. The new missions are corporations or people asking if a capsuleer can do something and then handing out dynamic missions with rewards based on the time it took for someone to accept the opportunity and the assumed difficulty of the task.

The flow would be something like this:

1. a Corporation Station/Office or important individual creates a task. [tasks are what will become opportunities for players]
2. Said corporation office/station or person than tries to hand out their task in the system the task is created in by sending it out to registered Chamberlain offices in the station.
3. a Capsuleer gets a notification from his Chamberlain office that they have an opportunity for him and if he has an interest to accept it. A description is given with the info needed and the rewards offered.
4. if the Capsuleer accepts the task, he now has a new opportunity and a mission to do.
5. With the opportunity completed, he contacts his Chamberlain office.
6. Chamberlain office checks if all things are done right (items in right location/things shot etc. as the green V's do now), contacts the corporation and gives the reward to the capsuleer.

If a task is not taken in the same station, it's get send out system wide, if it's not taken system wide it's send out to the constellation. The longer a task is not done, the higher the reward will be but if it takes too long for a task to be accepted by a capsuleer, it is deleted from the system to make room for new ones.

Tasks spawn often, but in systems with a lower acceptance rate (quieter), there will be more work (tasks) to do at a higher reward.

In systems with a lot of Chamberlain offices, a lot of tasks will be created, but there should be a max rate at which they are created and handed out. Making it worthwhile to spread out. Accepting more missions for a corporation gives you access to better opportunities (like missions work now) and their Chamberlains will recieve tasks before they're sent out to pilots who the corporations didn't know yet. Corporations like dealing with capsuleers who do their jobs well.

Hiring a Chamberlain Office is required to accept tasks and run missions and should cost some isk (and perpaps trade goods, like tobacco. People like cigars), but not much. Players can have more than one Chamberlains office, but not more than one per station.


The Chamberlain office can also be used to do other work. Auto renewal of expired contracts, Setting extraction cycles on PI extractors and manage import/exports to the POCO when a player is out of system.
If CCP implements the NPC hauler for players, have it deliver items to and from the chamberlain office remotely (like moving modules from a hub to the chamberlain office or vice versa) and perhaps have something like a deliveries hangar for purchases/contracts.

Baddest poster ever

Eternal Bob
Doomheim
#20 - 2015-10-06 13:37:27 UTC
Kaarous Aldurald wrote:
Facpo would be gone. I suppose you could call that a redesign of sec status mechanics.

It would introduce the opportunity for meaningful gameplay that isn't overridden by NPCs who are faster, stronger, and react more quickly than any group of players ever could.

It would improve the game because it would let pirate playstyle characters interact with highsec in more than just cheap, disposable ships, improving the potential for player interaction a hundredfold.


Translation: "I want to gank noobs with no consequences"

Biomassing to free a char slot.

123Next pageLast page