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Wardec idea iteration on another idea

Author
Joe Risalo
State War Academy
Caldari State
#201 - 2016-01-14 19:47:00 UTC
Kaarous Aldurald wrote:

Yes, he does. He even uses the word "wars" during the presentation. Could you be any dumber, or did you just not bother watching the video?


lol... Good boy... You can play fetch.

now that you've found the part that fits your narritive, put it into context.

"13.5% of them died legally.. Which means in a wardec, or when they're in a limitied engagement, you know, they've chosen to be in volved, basically."

So, If i may bash it into that thick skull of yours, wardecs are only mentioned in relation to "legal kills" which consists of all the things i mentioned above.

Now, listen and watch to 1:10 thru 1:40... The entire premise of that first 6 minutes of the presentation is denouncing the claims that suicide ganking is a problem for newbros. The only reason not killed and legally killed were mentioned is to show that suicide ganked newbros have a higher retention rate. THAT IS ALL.

It is not a premise built on the relation of wardecs and retention. Wardecs were mentioned in passing as one of many aspects of legal ganking.
As I said, he did not provide the statistics for the individual aspects of legal kills vs retention.
for all we know, 100% of the legal kills that unsubbed could have been during a wardec... Maybe it's 0%.

Point is, you're wrong. This video has only to do with the relation to newbro retention and wardecs was a word used to explain the premise of legal kills... That is all.
Joe Risalo
State War Academy
Caldari State
#202 - 2016-01-14 19:47:47 UTC
Kaarous Aldurald wrote:
Joe Risalo wrote:

Also, CCP HAS NEVER spoken of the relation of wardecs and retention.
As I explained on the last thread, which you conveniently seem to have forgotten, CCP has only released information regarding the effects of GANKS and GRIEFING, to which wardecs are considered neither.


Roll

Quoting for posterity, so he can't edit it out.


No need to edit... i am still correct.
Kaarous Aldurald
Black Hydra Consortium.
#203 - 2016-01-14 19:52:07 UTC
Joe Risalo wrote:
Kaarous Aldurald wrote:
Joe Risalo wrote:

Also, CCP HAS NEVER spoken of the relation of wardecs and retention.
As I explained on the last thread, which you conveniently seem to have forgotten, CCP has only released information regarding the effects of GANKS and GRIEFING, to which wardecs are considered neither.


Roll

Quoting for posterity, so he can't edit it out.


No need to edit... i am still correct.


Even with all that desperate flailing around and flimsy justifications, no, you aren't. You're still a liar, trying to lie your way out of getting caught.

"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.

Joe Risalo
State War Academy
Caldari State
#204 - 2016-01-14 20:00:37 UTC  |  Edited by: Joe Risalo
Kaarous Aldurald wrote:


Even with all that desperate flailing around and flimsy justifications, no, you aren't. You're still a liar, trying to lie your way out of getting caught.


Watch it again. When you're done, watch again.
When you're finished, download a copy, put it on a disk, slap yourself with it, then watch it again.

Regardless of how much you like to call me a liar, you're either an idiot, don't understand English, or lieing because you know i'm right.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#205 - 2016-01-15 07:32:39 UTC  |  Edited by: Scipio Artelius
Joe Risalo wrote:
Scipio Artelius wrote:
Joe Risalo wrote:
YES... the aggressor can end the war at any given time (with a 24hr buffer).
The defenders will receive and Eve mail stating that the aggressor has retracted the wardec.
This is noticeably different than allowing it to lapse, as the evemail will then say the CONCORD has invalidated the war.

I would provide you with an Evemail from my other toon, but I apparently cannot see CONCORD mails via the character info out of game, though I can see my personal/corp/alliance evemails. I'm also not at a PC with Eve installed.

Based on what Evelopedia states, they can perform this action even if the war is made mutual. I cannot confirm this, as I don't know which wars I've been involved in that were made mutual nor can I confirm if the related aggressor retracted.

...


As stated above, I have seen wardeccers drop wars at will, without having to wait for the week to elapse.

In the case of mutual wars, I cannot confirm nor deny that they can, but base on Evelopedia they can.

The Evelopedia says the aggressor can only retract the wardec if the war is mutual, which seems to be supported by this statement by Vimsy in another thread last month:

https://forums.eveonline.com/default.aspx?g=posts&m=6212173#post6212173

and with additional post in the same thread:

https://forums.eveonline.com/default.aspx?g=posts&m=6212527#post6212527

Yet, here apparently the wardec can be dropped at anytime.

Both situations can't be right, so it would be great if you can screenshot one of those mails you mentioned, or forward it (I won't upload).

In the meantime, I'm going to declare war between two of my alts and then see what the mechanics are.


Please do, because we all appear to be confused (Vimsy included) as I'm fairly certain wars can be retracted at any time without it being made mutual.
I would think that making it mutual would mean they couldn't retract, but if they can when mutual and can't when not mutual....
That's pretty broken.
But, regardless of the mutual aspect, I'm fairly certain that wars can be retracted without is being mutual.
I've had wars get retracted before the fighting period ever started, leaving only a very small window in which fighting is allowed. I'm also pretty certain those situations weren't made mutual.

So, just as Vimsy said, the attacker cannot just withdraw from a war at anytime:

http://puu.sh/mwmJp/9a791c5806.jpg

Only if the defender makes a war mutual is the attacker able to retract the war; and the defender is also able set it to not mutual again at any point (both are effectively attackers if the war is mutual and so both have an out from that situation).

Once a war is declared, both are subject to the exact same mechanics in terms of how the war ends.

The difference between them is that the attacker gets to choose to declare the war in the first place and must pay for it.

The defender can open the war for Allies and call in assistance (at no cost depending on who the Ally is, or at whatever cost is agreed) and can make the war mutual, which removes the cost of the war for the attacker.
Joe Risalo
State War Academy
Caldari State
#206 - 2016-01-15 08:05:07 UTC
Scipio Artelius wrote:
[quote=Joe Risalo]
So, just as Vimsy said, the attacker cannot just withdraw from a war at anytime:

http://puu.sh/mwmJp/9a791c5806.jpg

Only if the defender makes a war mutual is the attacker able to retract the war; and the defender is also able set it to not mutual again at any point (both are effectively attackers if the war is mutual and so both have an out from that situation).

Once a war is declared, both are subject to the exact same mechanics in terms of how the war ends.

The difference between them is that the attacker gets to choose to declare the war in the first place and must pay for it.

The defender can open the war for Allies and call in assistance (at no cost depending on who the Ally is, or at whatever cost is agreed) and can make the war mutual, which removes the cost of the war for the attacker.


Wait, so this is even more confusing.

So the aggressor CANNOT end the war early, if it is NOT mutual.
If made mutual, the aggressor CAN end the war early.

If the war is NOT mutual, the aggressor pays.
If the war IS mutual, the aggressor no longer pays.


So, if the war is not mutual, the aggressor has an out by not paying any longer.
If the war IS mutual, the aggressor has an out by retracting the dec.


so regardless of the situation, the aggressor has an out to the war, even if the defender makes it mutual (suggesting they intend to fight) and even goes as far as making it easier when the war becomes mutual...

I can't even trap them into their own war.

It may just be me, but the mechanic just seems busted all to hell... no reasoning to fight, no positive out for the defender, the aggressor can allow the war to lapse or retract (in the case of mutual) if ever they're bored and/or outmatched thus allowing the to NOT claim defeat, 70-80% of them end with no kills, and it cost more to wardec a large entity than it does a small despite the larger entity likely being more established and capable of fighting.

And yes, I realize 20-30% of war still end WITH kills, but to be perfectly honest, with my negative opinions on wardecs, even I would have assumed that, at the very least, 40% of wars would have ended WITH kills.
I mean, the poor results on kills surprises even me...


Regardless of that, and regardless of whether a new mechanic revolves around structures or not, surely CCP could come up with something where the defender has a chance of winning and the mechanic is all around more fun and engaging.
Nevyn Auscent
Broke Sauce
#207 - 2016-01-15 08:34:41 UTC
Joe Risalo wrote:

Watch it again. When you're done, watch again.
When you're finished, download a copy, put it on a disk, slap yourself with it, then watch it again.

Regardless of how much you like to call me a liar, you're either an idiot, don't understand English, or lieing because you know i'm right.

Neither of you is 100% right actually. But it's irrelevant because none of your circular argument matters. CCP are not going to give the defender some super advantage without a balance factor to the attacker like being able to force a surrender payment.
And they certainly aren't going to go changing wars just before a massive shift to the meta comes through.
Joe Risalo
State War Academy
Caldari State
#208 - 2016-01-15 09:11:54 UTC  |  Edited by: Joe Risalo
Nevyn Auscent wrote:

Neither of you is 100% right actually. But it's irrelevant because none of your circular argument matters. CCP are not going to give the defender some super advantage without a balance factor to the attacker like being able to force a surrender payment.
And they certainly aren't going to go changing wars just before a massive shift to the meta comes through.


Ehh, but one of us is more right than the other, lol...j/k
I don't care about it all that much, it's just kinda entertaining to watch Kaarous be so blatantly dishonest and/or dumb.

As far as this super advantage, I have a proposal (however many pages back now) that comes with a whole lot of changes including the removal of the ally mechanic, dropping corp locks you out of joining any others for a period of time, the CEO of a corp that folds can never form a corp again... Things like that... There's likely some stuff I missed in that proposal, but it's a suggestion of ideas and not a full proposal that has to be taken as is 100%.
The idea of a structure cannot be used without a lot more changes to come with it.

On the 'forced' surrender, you're essentially forcing them to either surrender or fold corp by not allowing them to destroy the structure.. If you allowed the aggressor to force a surrender without the other entity actually surrendering, you allow to much ability for the aggressors to manipulate the system. They'll just bring a whole crap load of members, regardless of costs, and will just roll on that forced surrender and banking with ease... It's even more reason to pick on the little guys.
The other question is how would you even balance that? Would forced surrender mean to take all the defender's corp assets?
What happens if they don't have any corp assets? Do you then take from individual player assets? If they don't have enough isk/assets to match the surrender amount, is that corp now forced to make payments?
I'm looking too much into it, as it doesn't seem you're actually proposing this, only stating the mechanic needs and counter.

My argument on this is that the aggressor started the dec specifically to allow legal killing in HS.
They want legal targets... They're already getting what they want and you folding corp or surrendering is just a perk. (I will note this isn't ALWAYS the case, but it is the vast majority of the time).
So, I don't believe there really needs to be some sort of forced 'win' aspect for the aggressor.
They started the war specifically for the kills (which is the intended purpose of wardecs) therefore, the higher their K/D ratio, the more they're 'winning'.
They don't really want the war to end, as it would take away their targets, so presenting them with a mechanic that allows a forced win for the aggressor is redundant. They often make the specifics of the surrender extremely difficult specifically so the defender cannot and/or will not surrender, thus allowing the aggressor the keep shooting...

On the last part of your comment, I agree that we likely won't see anything happen any time soon.
Though, I do feel the general safety of Citadels coupled with many other changes CCP has made for a while now, it appears that they're getting into a 'safer' Eve.
Other changes would be stuff like awoxing, banning can flipping, changes to crime watch, the safety button on the HUD, and many other changes; while Citadels show this lean towards higher safety by effectively 'saving' player assets when a Citadel is destroyed.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#209 - 2016-01-15 10:19:11 UTC  |  Edited by: Scipio Artelius
Joe Risalo wrote:
Wait, so this is even more confusing.

So the aggressor CANNOT end the war early, if it is NOT mutual.
If made mutual, the aggressor CAN end the war early.

If the war is NOT mutual, the aggressor pays.
If the war IS mutual, the aggressor no longer pays.


So, if the war is not mutual, the aggressor has an out by not paying any longer.
If the war IS mutual, the aggressor has an out by retracting the dec.


so regardless of the situation, the aggressor has an out to the war, even if the defender makes it mutual (suggesting they intend to fight) and even goes as far as making it easier when the war becomes mutual...

I can't even trap them into their own war.

It may just be me, but the mechanic just seems busted all to hell... no reasoning to fight, no positive out for the defender, the aggressor can allow the war to lapse or retract (in the case of mutual) if ever they're bored and/or outmatched thus allowing the to NOT claim defeat, 70-80% of them end with no kills, and it cost more to wardec a large entity than it does a small despite the larger entity likely being more established and capable of fighting.

And yes, I realize 20-30% of war still end WITH kills, but to be perfectly honest, with my negative opinions on wardecs, even I would have assumed that, at the very least, 40% of wars would have ended WITH kills.
I mean, the poor results on kills surprises even me...

Come on Joe.

Just a couple of pages ago you were saying that you often see attackers drop a dec at will.

Give up the BS.

I applaud you for having the balls to post ideas and trying to improve things in the way you think they should be improved. There is something to be said for doing that, especially in the face of pretty strong opposition.

But at least base your proposals on correct understanding of the mechanics and if you get something wrong, just admit it.

Reinforcing in several posts that yes, a wardec can be dropped at anytime by an aggressor so they have an easy out and now complaining that you can't lock them into a war because they can't withdraw the wardec at anytime is a pretty silly backflip.

Quote:
Regardless of that, and regardless of whether a new mechanic revolves around structures or not, surely CCP could come up with something where the defender has a chance of winning and the mechanic is all around more fun and engaging.

Under the current system they have every chance of winning. They just have to decide to do it and then commit to taking action.

Losses by defenders are because they choose that outcome (and we often choose it when we are wardecced).
Kaarous Aldurald
Black Hydra Consortium.
#210 - 2016-01-15 11:02:14 UTC
Scipio Artelius wrote:

Give up the BS.


I don't think he can. He's pretty much made of 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.

Kaarous Aldurald
Black Hydra Consortium.
#211 - 2016-01-15 11:10:04 UTC
Joe Risalo wrote:

My argument on this is that the aggressor started the dec specifically to allow legal killing in HS.


Here's a tip.

That is EXACTLY what it's for. The "win" or "lose" of that is a meta objective entirely, so it's up to the players to define it within the mechanic. Not dishonestly define something totally outside the scope of the mechanic, then petulantly declare it "broken" when the objective that you know doesn't exist within the mechanic isn't fulfilled.

Knock off the dishonesty, knock off the lies, and knock off the selfishness. Play the game we have, quit trying to play this dishonest pipe dream version of EVE that does. not. exist.


Quote:

Though, I do feel the general safety of Citadels coupled with many other changes CCP has made for a while now, it appears that they're getting into a 'safer' Eve.
Other changes would be stuff like awoxing, banning can flipping, changes to crime watch, the safety button on the HUD, and many other changes; while Citadels show this lean towards higher safety by effectively 'saving' player assets when a Citadel is destroyed.


And through all of that, just look at that PCU plummet. If your lies about PvP crippling retention were true(which they aren't, because you said it and therefore it's a lie), wouldn't we have been flooded with new accounts after CCP keeps making highsec more and more safe? But we aren't, in fact less people are playing the game now than in the past half a decade.

It's almost like the whole point of this game and the reason people play it is conflict, and listening to people who want to squelch conflict at every turn is counterproductive.

"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.

Mike Voidstar
Voidstar Free Flight Foundation
#212 - 2016-01-15 11:36:19 UTC
After years of reputation as a domestic abuse simulator have been allowed to develop and fester?

EvE is famous for a couple of things:

Epic scale PvP fights
The most boring gameplay of any MMO
The most brutal learning curve of any MMO
The most horrid new player experience of any MMO
Scams, Ganks, and Griefing sanctioned by the Devs that would result in bans in any other MMO.

and more lately game systems that were lackluster in games 10 years ago languishing without meaningful development.

No, I would not expect to see an instant turn around in subscriptions even if they made the perfect game happen tomorrow.
Kaarous Aldurald
Black Hydra Consortium.
#213 - 2016-01-15 11:43:37 UTC
Mike Voidstar wrote:
After years of reputation as a domestic abuse simulator have been allowed to develop and fester?


This is a very revealing glimpse into the mindset of the carebear.

He hates what EVE is. He hates what made it popular in the first place. He thinks it's "abuse", he thinks that it's somehow wrong or evil to act in opposition to others in a ******* video game that is about PvP in the first place.

He hates what EVE is, and he wants to unmake it, break pieces off of it here and there over and over again until it's not recognizable anymore.

Everything he says or does is motivated by it, how he despises EVE Online. Never forget that, folks.

"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.

Joe Risalo
State War Academy
Caldari State
#214 - 2016-01-15 20:18:20 UTC
Scipio Artelius wrote:

Come on Joe.

Just a couple of pages ago you were saying that you often see attackers drop a dec at will.

Give up the BS.

I applaud you for having the balls to post ideas and trying to improve things in the way you think they should be improved. There is something to be said for doing that, especially in the face of pretty strong opposition.

But at least base your proposals on correct understanding of the mechanics and if you get something wrong, just admit it.

Reinforcing in several posts that yes, a wardec can be dropped at anytime by an aggressor so they have an easy out and now complaining that you can't lock them into a war because they can't withdraw the wardec at anytime is a pretty silly backflip.

Quote:
Regardless of that, and regardless of whether a new mechanic revolves around structures or not, surely CCP could come up with something where the defender has a chance of winning and the mechanic is all around more fun and engaging.

Under the current system they have every chance of winning. They just have to decide to do it and then commit to taking action.

Losses by defenders are because they choose that outcome (and we often choose it when we are wardecced).


I'm willing to say I was wrong as far as being able to fold a wardec at anytime. (try to get that from a certain someone else)
However, that doesn't change the fact that the defender has no ability to counteract how long the dec actually lasts, unless you want to consider not undocking.

If the aggressor wants to keep it going, it will keep going.

See, being able to drop the dec is a very small part of what I feel to be the overall issues with decs.

- Defender cannot effect the length of the war without essentially 'losing'
- It's cheaper to wardec a small corp than to dec a well prepared large entity
- Aggressor doesn't have to dedicate any activity in order to keep the war going.. IE they don't have to fight
- Being that a defender cannot effect the length of the war, the best strategy (which is advised in most wardec strategy guides) is to not undock and deny kills.
- 70-80% end with 0 kills. (we can debate this being a problem. I feel it's an issue because I thought that number would be much lower)
- Help to arbitrary nature of corps. Why would a corp be worth anything when defending is essentially redundant; and both entities have no reason to commit.

This is just off the top of my head, as i'm rather distracted right now and can't seem to focus on dec mechanics thoroughly.

See, most entities choose loss when wardecced because there's no reason to fight.
Many of us have learned and/or experienced that fighting back either results in losses, no aggressor response (not undocking), and/or no effect on the length of the war.
Soo... just call it a loss and don't undock until the aggressor gets bored, fold the corp if they perma-dec, or surrender if the price is reachable.

If the structure mechanic reduces the amount of wars, it only goes to show how many wars were not based on fight, but only the ability to claim kills in the safety of HS.
Joe Risalo
State War Academy
Caldari State
#215 - 2016-01-15 20:41:58 UTC
Kaarous Aldurald wrote:
Joe Risalo wrote:

My argument on this is that the aggressor started the dec specifically to allow legal killing in HS.


Here's a tip.

That is EXACTLY what it's for. The "win" or "lose" of that is a meta objective entirely, so it's up to the players to define it within the mechanic. Not dishonestly define something totally outside the scope of the mechanic, then petulantly declare it "broken" when the objective that you know doesn't exist within the mechanic isn't fulfilled.

Knock off the dishonesty, knock off the lies, and knock off the selfishness. Play the game we have, quit trying to play this dishonest pipe dream version of EVE that does. not. exist.


Uhh, is that not exactly what I just said???
If you're going to bash on a comment than the least you can do it put it into context.
I know that's EXACTLY what it's for, and it's been expressed several times.

The premise of that comment is based around aggressors being able to force a surrender if the defender was able to force a loss to the aggressor.

I disagreed with it because the war was started specifically to allow legal kills.
You continue to bash on me and continuously take my statements out of context and/or likely misrepresent my claims.


Quote:
And through all of that, just look at that PCU plummet. If your lies about PvP crippling retention were true(which they aren't, because you said it and therefore it's a lie),


I HAVE NOT CLAIMED THAT PVP CRIPPLES RETENTION.
This is exactly what I was saying in my first part of this comment.
You continuously misrepresent my statements and at this point, it's likely intentional.

I said that wardecs cripple retention. Wardecs ARE NOT PVP, but are a mechanic in which TO ALLOW PVP.
PVP is an activity, wardecs are a mechanic.

Quote:

wouldn't we have been flooded with new accounts after CCP keeps making highsec more and more safe? But we aren't, in fact less people are playing the game now than in the past half a decade.


I would like to see where you got the information to make this claim..
I'm under the impression that subscriptions have been increasing at a slow but gradual rate.
At least one of us is wrong, and it could be both of us..
I'm fine with being wrong as I'm not trying to debate anything here, just expressing that I was lead to believe different and would love evidence if that is the case.


Quote:
It's almost like the whole point of this game and the reason people play it is conflict, and listening to people who want to squelch conflict at every turn is counterproductive.


I do not want to squelch conflict..
In the case of wardecs, I want to make conflict more relevant as the current mechanic consists of loss dodging as opposed to kill generating...


Now, I did suggest a change to my original proposal that I feel is fair.
If the defender can destroy the structure within the one week time frame, the war ends at the END of that paid for week.
IE, if I kill it on day 1, you still have a full week of wardec.

Ultimately, my problem with your arguments against a structure aren't that you're against the idea.
I have no problem with you being against the idea.

My problem is that you premise the idea as if it's essentially a 'get out of jail free' card and that the aggressor of the war has no say.
The aggressor has every bit of say in it.
Yes, it's up to a player bashing a structure in order for success, but that does not mean that the aggressor cannot defend the structure.

The wardec was started by the aggressor because they wanted legal kills. The structure would likely bring those legal kills to a single spot in space, at which docking a gate jumping are impossible.
If the defender wins, it's not because they bashed a structure; it's because the aggressor was unwilling and/or unable to stop them from bashing the structure.

If you come and attack my POS, you wouldn't allow me to sit here and argue that it wasn't fair because it's player vs structure and not pvp. You would have come in here telling me that I am freely allowed to defend my structure and that if I do not or cannot, I shouldn't be allowed to have it.
It's the same with this wardec structure... If the aggressor is unwilling or cannot defend it, they shouldn't be allowed to have their wardec.
I'm attempting to take wardecs out of the realm of farming and put them into the realm of conflict.
Conflict needs a mechanic in which to drive it. Wardecs ARE NOT a conflict driver.. They are a means in which to allow conflict.
Allowing and driving are two different things.
Kaarous Aldurald
Black Hydra Consortium.
#216 - 2016-01-15 21:04:17 UTC
Joe Risalo wrote:

I HAVE NOT CLAIMED THAT PVP CRIPPLES RETENTION.

*snip*

I said that wardecs cripple retention.


Roll

Spin harder.


Quote:

I'm attempting to take wardecs out of the realm of farming and put them into the realm of conflict.


More dishonesty. All you're here for is to nerf the aggressor and aggression as a whole, and you have admitted as much several times.

No one believes you anymore.

"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.

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#217 - 2016-01-15 21:14:41 UTC  |  Edited by: Scipio Artelius
Joe Risalo wrote:
If the structure mechanic reduces the amount of wars, it only goes to show how many wars were not based on fight, but only the ability to claim kills in the safety of HS.

Alternatively, if a suggestion results in fewer wars as the desired outcome (which is what it is from lots of earlier posts), then it results in less risk in the game.

No problem to change the mechanic, but no need for those changes to be so one sided that you want to restrict the choices someone has just because you don't like the way they play.

Give the wardeccers something back in return and you might have a balanced suggestion, but at the moment none of these suggestions even consider that the wardeccers have just as much right as you to choose how they want to play.

Additionally, if 70-80% of wars result in no loss, then the defenders aren't losing. That's also just a narrative to justify a particular position.

No loss can't equal losing the war.

The net effect of that is that the wardeccer paid 50 million ISK and had 0 return. The wardeccer loses in that situation.

You might argue that the defenders lose on the quality of their play because they stayed docked and so couldn't play normally. But where we disagree philosophically on that is that it is totally the defenders choice how they play and perhaps CEOs of highsec Corps should actually learn to support their Corps so they don't all stay docked and perpetuate the myth that wars are broken.

If the CEOs of the Corps actually spent the time themselves learning how to deal with a war so it didn't affect their Corp, then wardeccers wouldn't have the power that people want to attribute to them.

Start with the CEOs that have no clue.
Joe Risalo
State War Academy
Caldari State
#218 - 2016-01-15 22:15:05 UTC
Scipio Artelius wrote:
Joe Risalo wrote:
If the structure mechanic reduces the amount of wars, it only goes to show how many wars were not based on fight, but only the ability to claim kills in the safety of HS.

Alternatively, if a suggestion results in fewer wars as the desired outcome (which is what it is from lots of earlier posts), then it results in less risk in the game.

No problem to change the mechanic, but no need for those changes to be so one sided that you want to restrict the choices someone has just because you don't like the way they play.

Give the wardeccers something back in return and you might have a balanced suggestion, but at the moment none of these suggestions even consider that the wardeccers have just as much right as you to choose how they want to play.

The wardeccers want kills. The structure will help to bring targets out into the open for them.
They're getting exactly what they want while the defender is getting a chance at what they want.
Even if resulting in less overall wars, those active wars would increase risks.
I say this because everyone would actually have a reason to take risks.


Quote:
Additionally, if 70-80% of wars result in no loss, then the defenders aren't losing. That's also just a narrative to justify a particular position.

No loss can't equal losing the war.

The net effect of that is that the wardeccer paid 50 million ISK and had 0 return. The wardeccer loses in that situation.

To be fair, it's more of a dual loss situation.
Defender lost because their involvement in their preferred play style was effected, and the aggressor loses because they didn't get any targets.
I mean, it may not be the exact definition of a loss, but it's within the grey area.

Quote:
You might argue that the defenders lose on the quality of their play because they stayed docked and so couldn't play normally. But where we disagree philosophically on that is that it is totally the defenders choice how they play and perhaps CEOs of highsec Corps should actually learn to support their Corps so they don't all stay docked and perpetuate the myth that wars are broken.

If the CEOs of the Corps actually spent the time themselves learning how to deal with a war so it didn't affect their Corp, then wardeccers wouldn't have the power that people want to attribute to them.

Start with the CEOs that have no clue.


See, in most cases, it's not entirely the defender's fault.
There are those that will continue to go about their normal activities, and dock when war targets arrive in local.
There are those that will guard their PVE to deter action by the aggressor.
There are those that will actively seek to engage their aggressor.

They have no control over when or where the aggressor will attack, and have no control on whether the aggressor will meet their hostile activities.
So, it leads to a situation in which the defender is always negatively effected regardless of what they do.
They either die because they try to keep doing their thing, lose productivity having to defend their fleets from war targets, and even if wanting to pvp the aggressor won't be there to engage unless they're heavily favored.


Let me say this, I HAVE been the aggressor in several wars and YES it was fun!
As a matter of fact, I enjoyed it.
In one day, my friends and I did over 4 billion in damage. Not bad considering there were only 4 of us and none of the target ships were haulers.

However, I've also been on the receiving end of wardecs.
For every bit of fun that I had being the aggressor, it was equally countered by how much fun I DIDNT have as a defender.
Even when attempting to fight back as a defender, it was still not fun. When fighting back, you either died because they knew they could beat you, or they didn't undock.

All I want is for the dec mechanic to be fun on both ends and have an impact. Note I say Impact and not meaning, as meaning is meta.
I will state that the structure mechanic may not be the best way to go about it, but it's the only way I can think of that presents balance that cannot be misused. Anything else I can think of would not solve the issue of stagnation during wars, or would result in someone 'gaming' the system in an unintended manner.

Point is, I want it to be fun for everyone as no one else's fun is more important that yours or mine and ours is no more important than theirs. My honest opinion is that the only way to get the defender's to become involved is to hang an incentive in front of their face.
We don't want to force them to do something, as it would have negative results.
I spent most of my early years as a carebear as a result of gate camps, wardecs, and ganks.
It was easy to negate the ganks, thus it eventually became a non-factor and I laugh a little when it happens. Getting over gate camps just to me becoming experienced that gate camps aren't that common.
As war as wardecs, I haven't gotten over them because it's impossible. Now, I have since moved on to higher involvement in null sec and lowsec, where wardecs are a non-factor. Thus, I have enjoyed every fight, win or lose, significantly more because the fights actually happen and no matter the odds, there was always something That can or could have happened to change the outcome. With wardecs, there's not much that can effect the outcome and the safety and regulations of HS cripple what counters you would otherwise have had. Example is the ally mechanic. If you bring in an ally, they aggressor is aware 24hr before the ally becomes a part of the war. Outside of HS, an ally is only as war away as their availability and/or dependability.

I want wardecs to be more like the rest of Eve where pvp is actually fun for everyone.
Maybe the structure is a bad idea, maybe it's the best idea.
Point is, the current mechanic is not a good idea.
Kaarous Aldurald
Black Hydra Consortium.
#219 - 2016-01-15 22:24:03 UTC
Joe Risalo wrote:

They're getting exactly what they want while the defender is getting a chance at what they want.


Yeah, because structure fights totally aren't about dicking around with timers until the other guy has to sleep eventually.

Roll

Do you even play this game?



Quote:

Defender lost because their involvement in their preferred play style was effected


If you're going to claim that there were no losses suffered, then you cannot claim they were effected. That's too much hypocrisy for even you.


Quote:

All I want is for the dec mechanic to be fun on both ends and have an impact.


You lie. You have stated repeatedly that your only goal is to nerf aggression.


Quote:

As war as wardecs, I haven't gotten over them because it's impossible.


... are you serious with this? "Waah, I didn't "win" like I wanted to, and I NEVER GOT OVER IT." You have got to be kidding me.


Quote:

Point is, the current mechanic is not a good idea.


The current mechanic is simple and fair. It's pure player freedom, and that's why you hate it so much.

"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.

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#220 - 2016-01-15 22:29:37 UTC  |  Edited by: Scipio Artelius
Joe Risalo wrote:
Scipio Artelius wrote:
Joe Risalo wrote:
If the structure mechanic reduces the amount of wars, it only goes to show how many wars were not based on fight, but only the ability to claim kills in the safety of HS.

Alternatively, if a suggestion results in fewer wars as the desired outcome (which is what it is from lots of earlier posts), then it results in less risk in the game.

No problem to change the mechanic, but no need for those changes to be so one sided that you want to restrict the choices someone has just because you don't like the way they play.

Give the wardeccers something back in return and you might have a balanced suggestion, but at the moment none of these suggestions even consider that the wardeccers have just as much right as you to choose how they want to play.

The wardeccers want kills. The structure will help to bring targets out into the open for them.
They're getting exactly what they want while the defender is getting a chance at what they want.
Even if resulting in less overall wars, those active wars would increase risks.
I say this because everyone would actually have a reason to take risks.

You can't know what the wardeccers want. You only suspect you know because this proposal is so focused on thinking only of PIRAT, Marmites, etc.

It doesn't consider the possibility that the mechanics as they currently are, suit multiple purposes. People can declare war for many reasons beyond trade hub loot pinata hunting.

Every now and then on Reddit for example, someone posts a thread about a war they started because someone else ticked them off, or because they saw an opportunity to gain an advantage.

A lot of these are one person Corps where it was the first time they declared a war and they got a lot out of it.

Yet, under this proposal, options for people like that, that use the mechanic for the reason that you think is the only valid way; they'll be potentially screwed by this.

The only one thing the wardec mechanic needs to achieve is to allow legal fighting in highsec. It does that 100% of the time. Beyond that, it should be left to us all as players what we do with that.

Quote:
I want wardecs to be more like the rest of Eve where pvp is actually fun for everyone.
Maybe the structure is a bad idea, maybe it's the best idea.
Point is, the current mechanic is not a good idea.

This totally presumes that your idea of what a war must be is the correct view.

There is no correct view. People are free to declare war for a whole host of reasons and until you get past thinking only of the large wardec groups, your proposal will never be balanced and even if you can get past the blinkered thinking, then there's still no need to put mechanics in the way.

You want to restrict the play of some players, but in the process affect the choices that everyone else in the game has.

But, this is all circular and there's nothing more to be gained rehashing the same stuff over and over in this thread, so I'll stop in this one now.

There'll be another thread I'm sure.