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High Sec - Newb Training Area or the only space worth playing in?

Author
Justin Cody
War Firm
#1 - 2015-11-05 02:14:06 UTC
Judging by various activity maps the vast majority of players in EVE live in high sec. This is everyone from casual players to serious pvpers.

Industry is widely available
Research Facilities are Widely Available
The Cost is relatively low
The Risk is low
Between missions, complexes and incursions - getting loads of ISK has never been easier.

1) players should (within reason) be allowed to inhabit EVE where they please and play the game in a manner to their individual liking.
2) CCP wants more people in low and null-sec space - which is virtually empty in most systems most of the time
3) Faction Warfare has pushed some into low sec and I would consider that a successful feature at this point
4) Null Sec still empty most of the time and statistically all of the time.

What would make you move to null sec?

Do incursions and level 3/4 missions offer too much isk with too little risk?

How do you feel about the current tax structure in EVE? - Should it be increased in high sec?

Should CCP do another Gate Redirect as they did at the end of 04/early 05? Create a more fragmented travel framework? Or leave it as is?

What would make you leave high sec in general (without feeling the urge to quit EVE)?

I have ideas but I am honestly curious to hear from the perpetual high sec player.
Aoife Fraoch
The Scope
Gallente Federation
#2 - 2015-11-05 02:31:15 UTC
What does CCP the business get from encouraging people to be active outside of high sec beyond the current levels?
Justin Cody
War Firm
#3 - 2015-11-05 02:33:38 UTC
Aoife Fraoch wrote:
What does CCP the business get from encouraging people to be active outside of high sec beyond the current levels?


generally more diverse and exciting game play that attracts more players

$$$$$$$$$$$$$$
Aoife Fraoch
The Scope
Gallente Federation
#4 - 2015-11-05 02:41:31 UTC
Justin Cody wrote:
Aoife Fraoch wrote:
What does CCP the business get from encouraging people to be active outside of high sec beyond the current levels?


generally more diverse and exciting game play that attracts more players

$$$$$$$$$$$$$$


Yet the ideas proposed above to accomplish this are all sticks rather than carrots?

Aside from incursions which probably need a look, nerfing high sec income is highly unlikely to achieve your objectives. After all, NPC corp tax, lvl 5s in low sec, changes to ore, etc, did not manage to do this in the past.

Hell, I suspect purple fleets and corporations that organise their members for low sec roams do far more for getting people out of high sec than any change to in game mechanics and earning potential.

The only exceptions to this I can think of may be FW and scanning down sites.
Justin Cody
War Firm
#5 - 2015-11-05 03:16:39 UTC
Aoife Fraoch wrote:
Justin Cody wrote:
Aoife Fraoch wrote:
What does CCP the business get from encouraging people to be active outside of high sec beyond the current levels?


generally more diverse and exciting game play that attracts more players

$$$$$$$$$$$$$$


Yet the ideas proposed above to accomplish this are all sticks rather than carrots?

Aside from incursions which probably need a look, nerfing high sec income is highly unlikely to achieve your objectives. After all, NPC corp tax, lvl 5s in low sec, changes to ore, etc, did not manage to do this in the past.

Hell, I suspect purple fleets and corporations that organise their members for low sec roams do far more for getting people out of high sec than any change to in game mechanics and earning potential.

The only exceptions to this I can think of may be FW and scanning down sites.


Yes I haven't actually proposed anything. Sticks are only one part. It would have to be balanced by increased low sec and null sec income as well as potentially increased risk in null sec...like more NPCs that point and web and fewer anoms with a higher value.
SurrenderMonkey
State Protectorate
Caldari State
#6 - 2015-11-05 03:19:36 UTC
Justin Cody wrote:
High Sec - Newb Training Area or the only space worth playing in?



Neither, but definitely not the latter. It may be perceived that way, but it's only because people, in general, are pretty bad at math.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Justin Cody
War Firm
#7 - 2015-11-05 03:30:03 UTC
SurrenderMonkey wrote:
Justin Cody wrote:
High Sec - Newb Training Area or the only space worth playing in?



Neither, but definitely not the latter. It may be perceived that way, but it's only because people, in general, are pretty bad at math.


maybe bad at math but fairly good at knowing they don't want to lose stuff. High sec is a great place to keep stuff and generally not die to anything except suicide ganks and station camping war decs.
Andrew Indy
Cleaning Crew
#8 - 2015-11-05 03:36:33 UTC
I personally think of it this way.

Low,Null,WH are like play grounds, HS is like your home (or work). Sure people spend a huge amount if time in HS but hat does not mean that they don't go outside. You might have to grind ISK for several hours to buy a ship and then only spend 1-2 hours roaming, the worse HS is the longer you have to spend in it.

People don't go outside of HS to earn isk (well a large amount of casual players) because its either not worth the risk or its too much effort. Increasing the isk only fixes half of that equation and you cant fix the other half without making people to safe.
Chainsaw Plankton
FaDoyToy
#9 - 2015-11-05 03:41:39 UTC  |  Edited by: Chainsaw Plankton
I want to see some group play in null, or at least something that encourages some sort of population density. Anoms seem to be solo content, ratting seems even more solo-centric than anoms. DED plexes seem to all be soloable at this point. Overall there are so many null systems there just doesn't seem to be much incentive out there for people to be in null systems. I think that if we can improve null density that is a win-win for everyone. pvpers can go around and hunt, they might actually even get a fight as the people looking to pve are already in a group, and aren't in solo centric ratting boats that don't stand a chance in pvp. Also if you get pvpers disrupting your group pve, the group might decide to go shoot the roaming intruders. My biggest problem here is how do we reward players for this, pure isk would just be an insane isk faucet. LP, but for who? maybe a new store but then what would be in it? Anyways it should end up being higher paying than solo or group activities in highsec.

I did some WH content in a group with signal cartel. It paid out pretty well, and for the most part used pretty cheap ships/setups. For a new player it paid out better than most solo activities. With my skills I can make more solo. However there were also a bunch of things that could have been more optimized about it. Mostly not wasting so much time between sites, players knowing the sites, improving fits, and improving player sp. However half the point is it is new player friendly so some of those things shouldn't be major concerns and some things can be more flexible. Main problems are it requires taking time to form up, the sites are limited, and you usually can't run for more than a few hours at a time. That said those problems aren't all constraints placed by the game.

I'm at the point where if I can make 100m/hour and help a (or a few) new player that is usually better than making 200m/hour. at the same time it shouldn't feel like welfare to the new player.

PS: I have no desire to join up with mega blob inc. so that is a pretty large discouraging factor from most of nullsec.

@ChainsawPlankto on twitter

Aoife Fraoch
The Scope
Gallente Federation
#10 - 2015-11-05 03:43:38 UTC
Justin Cody wrote:
Aoife Fraoch wrote:
Justin Cody wrote:
Aoife Fraoch wrote:
What does CCP the business get from encouraging people to be active outside of high sec beyond the current levels?


generally more diverse and exciting game play that attracts more players

$$$$$$$$$$$$$$


Yet the ideas proposed above to accomplish this are all sticks rather than carrots?

Aside from incursions which probably need a look, nerfing high sec income is highly unlikely to achieve your objectives. After all, NPC corp tax, lvl 5s in low sec, changes to ore, etc, did not manage to do this in the past.

Hell, I suspect purple fleets and corporations that organise their members for low sec roams do far more for getting people out of high sec than any change to in game mechanics and earning potential.

The only exceptions to this I can think of may be FW and scanning down sites.


Yes I haven't actually proposed anything. Sticks are only one part. It would have to be balanced by increased low sec and null sec income as well as potentially increased risk in null sec...like more NPCs that point and web and fewer anoms with a higher value.


Personally I think it's a little more involved. There is no doubt that you can make isk out side of high sec, but most players can not make it happen consistently. And most look at the risk and don't go further.

Unless they have backup. In my opinion to get people out of high sec they first need to be encouraged to work together. You know, come for the pew and the purple fleets and then stay because it's safer to make isk when you are all in the same system on coms together.
SurrenderMonkey
State Protectorate
Caldari State
#11 - 2015-11-05 04:01:36 UTC  |  Edited by: SurrenderMonkey
Justin Cody wrote:
SurrenderMonkey wrote:
Justin Cody wrote:
High Sec - Newb Training Area or the only space worth playing in?



Neither, but definitely not the latter. It may be perceived that way, but it's only because people, in general, are pretty bad at math.


maybe bad at math but fairly good at knowing they don't want to lose stuff.


Yeah, that's the same logic used by people who keep their money in a pillowcase instead of properly invested.

Or, y'know... people who are bad at math.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Rawketsled
Generic Corp Name
#12 - 2015-11-05 04:01:49 UTC
You don't find serious PVPers in highsec.

Wardeccing and ganking is a calculated science. It is not fully PVP because it's an asymmetric relationship.
Justin Cody
War Firm
#13 - 2015-11-05 04:11:12 UTC
Chainsaw Plankton wrote:
I want to see some group play in null, or at least something that encourages some sort of population density. Anoms seem to be solo content, ratting seems even more solo-centric than anoms. DED plexes seem to all be soloable at this point. Overall there are so many null systems there just doesn't seem to be much incentive out there for people to be in null systems. I think that if we can improve null density that is a win-win for everyone. pvpers can go around and hunt, they might actually even get a fight as the people looking to pve are already in a group, and aren't in solo centric ratting boats that don't stand a chance in pvp. Also if you get pvpers disrupting your group pve, the group might decide to go shoot the roaming intruders. My biggest problem here is how do we reward players for this, pure isk would just be an insane isk faucet. LP, but for who? maybe a new store but then what would be in it? Anyways it should end up being higher paying than solo or group activities in highsec.

I did some WH content in a group with signal cartel. It paid out pretty well, and for the most part used pretty cheap ships/setups. For a new player it paid out better than most solo activities. With my skills I can make more solo. However there were also a bunch of things that could have been more optimized about it. Mostly not wasting so much time between sites, players knowing the sites, improving fits, and improving player sp. However half the point is it is new player friendly so some of those things shouldn't be major concerns and some things can be more flexible. Main problems are it requires taking time to form up, the sites are limited, and you usually can't run for more than a few hours at a time. That said those problems aren't all constraints placed by the game.

I'm at the point where if I can make 100m/hour and help a (or a few) new player that is usually better than making 200m/hour. at the same time it shouldn't feel like welfare to the new player.

PS: I have no desire to join up with mega blob inc. so that is a pretty large discouraging factor from most of nullsec.


1) yes CCP needs to create more group content in null sec (and w-space for that matter)
2) You have to organize around something more than PVE - otherwise why do anything but HS incursions?
3) New player friendly should also mean low rewards and HS rewards are not low
Justin Cody
War Firm
#14 - 2015-11-05 04:12:35 UTC
Andrew Indy wrote:
I personally think of it this way.

Low,Null,WH are like play grounds, HS is like your home (or work). Sure people spend a huge amount if time in HS but hat does not mean that they don't go outside. You might have to grind ISK for several hours to buy a ship and then only spend 1-2 hours roaming, the worse HS is the longer you have to spend in it.

People don't go outside of HS to earn isk (well a large amount of casual players) because its either not worth the risk or its too much effort. Increasing the isk only fixes half of that equation and you cant fix the other half without making people to safe.


hence me saying that they should improve the rewards in low sec (non-fw LS that is).
Justin Cody
War Firm
#15 - 2015-11-05 04:16:26 UTC
Aoife Fraoch wrote:


Personally I think it's a little more involved. There is no doubt that you can make isk out side of high sec, but most players can not make it happen consistently. And most look at the risk and don't go further.

Unless they have backup. In my opinion to get people out of high sec they first need to be encouraged to work together. You know, come for the pew and the purple fleets and then stay because it's safer to make isk when you are all in the same system on coms together.


Option 1 - Stick: HS incursions = LP only payout - no isk
- Carrot: LS Incursion frequency increase and 100% drop rate for sansha super carrier bpc and shadow bomber bpcs

Option 2 - Stick/Carrot Hybrid = HS Incursions change sec status of the constellation to 0.4 making it a LS incursion for the duation until players fight back - lack of action makes incursion spread like space cancer to neighboring constellations and even across empires and player sov borders.

Just a couple ideas
Justin Cody
War Firm
#16 - 2015-11-05 04:18:03 UTC
Oh and move all level 4 missions to low sec - no high sec Level 4's at all. Increase payouts 25% in isk and LP. Also introduce low sec pirate missions that can get turned in at pirate citadels \o/
Raffael Ramirez
Alcohol Fuelled
#17 - 2015-11-05 04:31:06 UTC
Justin Cody wrote:
Judging by various activity maps the vast majority of players in EVE live in high sec. This is everyone from casual players to serious pvpers.

Industry is widely available
Research Facilities are Widely Available
The Cost is relatively low
The Risk is low
Between missions, complexes and incursions - getting loads of ISK has never been easier.

1) players should (within reason) be allowed to inhabit EVE where they please and play the game in a manner to their individual liking.
2) CCP wants more people in low and null-sec space - which is virtually empty in most systems most of the time
3) Faction Warfare has pushed some into low sec and I would consider that a successful feature at this point
4) Null Sec still empty most of the time and statistically all of the time.

What would make you move to null sec?

Do incursions and level 3/4 missions offer too much isk with too little risk?

How do you feel about the current tax structure in EVE? - Should it be increased in high sec?

Should CCP do another Gate Redirect as they did at the end of 04/early 05? Create a more fragmented travel framework? Or leave it as is?

What would make you leave high sec in general (without feeling the urge to quit EVE)?

I have ideas but I am honestly curious to hear from the perpetual high sec player.


0.0 is broken at the moment , CCP is working on making it more interesting again. In the meantime Empire space is more populated which makes a different play styles around empire warfare/piracy feasible.

So don't be sad, adapt and enjoy until things change again.

You must be new so let me say : Welcome to eve, where things get fixed that aren't broken and everything you enjoy will be changed in the future Pirate.



Justin Cody
War Firm
#18 - 2015-11-05 04:49:09 UTC
note likely this has been an issue since the game began. hs is the soft cushion
Aoife Fraoch
The Scope
Gallente Federation
#19 - 2015-11-05 04:54:19 UTC
Justin Cody wrote:
Aoife Fraoch wrote:


Personally I think it's a little more involved. There is no doubt that you can make isk out side of high sec, but most players can not make it happen consistently. And most look at the risk and don't go further.

Unless they have backup. In my opinion to get people out of high sec they first need to be encouraged to work together. You know, come for the pew and the purple fleets and then stay because it's safer to make isk when you are all in the same system on coms together.


Option 1 - Stick: HS incursions = LP only payout - no isk
- Carrot: LS Incursion frequency increase and 100% drop rate for sansha super carrier bpc and shadow bomber bpcs

Option 2 - Stick/Carrot Hybrid = HS Incursions change sec status of the constellation to 0.4 making it a LS incursion for the duation until players fight back - lack of action makes incursion spread like space cancer to neighboring constellations and even across empires and player sov borders.

Just a couple ideas


I probably need to be clearer. Moving high isk activity from high sec does not work. This has already been done to lvl 5 missions. Incursion do need to be looked at, but that is a different topic.

I think to get people into low sec, first they need to form effective groups. Without the ability to survive and have a support structure in low sec, they won't move. And we have seen this before.

Just look at the advice older players give on moving to low sec. It generally comes down to do something with a high reward versus the cost like scanning, get to know the locals so you can either avoid then or have a working relationship so you can manage the risk or do FW where there will be some other pilots who probably won't shot you but shoot the ones who will.

Oh yeah, or join a Corp that has adapted to the environment.

Seriously, it's network first with dangerous space.
Zerinia
Lom Corporation
#20 - 2015-11-05 05:01:29 UTC
Andrew Indy wrote:
I personally think of it this way.

Low,Null,WH are like play grounds, HS is like your home (or work). Sure people spend a huge amount if time in HS but hat does not mean that they don't go outside. You might have to grind ISK for several hours to buy a ship and then only spend 1-2 hours roaming, the worse HS is the longer you have to spend in it.

People don't go outside of HS to earn isk (well a large amount of casual players) because its either not worth the risk or its too much effort. Increasing the isk only fixes half of that equation and you cant fix the other half without making people to safe.

Absolute bull. Blue nullsec is ver safe - if you're paying attention. And very lucrative. The solution is to make HS less safe, not less lucrative - I'd personally suggest that all non-rookie systems have a sec status of 0.5.
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