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Wardec idea iteration on another idea

Author
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#81 - 2016-01-12 06:00:34 UTC  |  Edited by: Vimsy Vortis
Daichi Yamato wrote:
The aggressor can choose who they dec, which can include people with structures. The aggressor can choose not to dec at all. They can also choose to end the dec early.

The defender gets none of these choices.

edit

like if you really want we can make it so the defenders have a structure such that if the deccers destroy it the war ends...sure, have at it.


This is factually wrong.

The only way an aggressor can end a war early without the defender surrendering is to disband their corp. Equally a defender can end a war early by disbanding theirs.

The only way a non-mutual war can end early is for one side to surrender to the other and the surrender mechanic works in the exact same way for both parties (inadequately).

The defender also gets equivalent choices to the aggressor in that they can choose to bring in allies, or not, at no cost to themselves whatsoever and the aggressor cannot do anything at all about that.

Once a war is declared the only differences between the aggressor and defender is that the aggressor, as the initiator bears the financial cost of the war and cannot bring in allies. In all other respects they have the exact same mechanical capabilities as the defender.

It's almost as if you've never actually been involved in a war at all, and don't even know or care how they actually work and are just trying to push an agenda or something.
Khan Wrenth
Viziam
Amarr Empire
#82 - 2016-01-12 06:01:06 UTC
Vimsy Vortis wrote:
I don't think it is though?

Because what you're proposing is a means for corps like mine and like PIRAT and Marmite to be totally invulnerable to aggression from anyone except each other and to be able to end any war anyone else declares by allying in to their war and applying overwhelming firepower once.

Can't beat Break-A-Wish foundation in a stand up fight at a structure (99.9% of highsec corps can't)? That means we control your ability to declare wars.

The idea of being able to do that absolutely disgusts me. It's an iron rod groups like mine would use to beat the last remaining breaths of life out of our competition and forever cement the monopoly on warfare in the hands of a few specific groups.

I don't know how you personally feel, but the idea of a highsec where you can't declare a war unless I personally allow you to doesn't appeal to me. It sounds like absolute insanity.


Sounds like a very reasonable point.
Black Pedro
Mine.
#83 - 2016-01-12 07:47:18 UTC
Daichi Yamato wrote:
Yes i would pass myself. It uses the limit of fighting tomorrow as an incentive to fight harder and smarter (or just turn up) today. Where you say use a valuable or useful structure, its just not satisfactory because pure PvP corps will continue to use guerilla tactics and alt corps to pick off the stragglers. It gives no solid counter play for the defenders to take. Using half the corp to camp the deccers in whilst the other half play for a week is not enough.

I am afraid I would have to fail you. Read what you have proposed: in an effort to stimulate PvP in your game you are proposing to make it impossible to PvP as a reward for winning. Sure, you have convinced yourself that in the context of Eve the resulting PvP would be "better" (whatever that is), but from a top-level view down, your game design is asinine. You are asking for "counterplay" to PvP itself in a pure PvP game. You already have that - it's called taking the fight to your opponent or, alternatively going to play another, non-PvP game instead.

You are an articulate individual. I am sure you can think of some other incentive to offer the defenders to undock and defend (or even go on the attack) that does not involve locking out the core gameplay of your PvP game.

I'll throw one out. Kaarous is correct: the way to make wars more meaningful and incentivize fighting (rather than just docking up) is to give corporations some value. There has to be advantages to having a corporation so that you want to defend, and something to lose if you choose not to. The easiest way I see for this to use structures to give bonuses to PvE and other income generation (perhaps that also increase slightly over time) but are expensive enough so that letting them explode is not the optimal strategy from a game theory perspective. Couple that with a real mercenary marketplace so that corps without the ability or interest to defend can hire help more safely and easily, and highsec corps would now have incentive and ability to defend their income generating structures from aggressors.

Citadels, and even more so the other proposed structures seem to be moving in this direction with income boosting effects and rigs which make evasion costly/impossible. Probably there are other changes that could be made to wars to make them more fun for all, but in my opinion everyone should wait until these structures, likely the most significant change in the history of Eve gameplay, are fully implemented before deciding what is best for the next iterations of war declarations.
Joe Risalo
State War Academy
Caldari State
#84 - 2016-01-12 07:56:46 UTC
Black Pedro wrote:
Daichi Yamato wrote:
Yes i would pass myself. It uses the limit of fighting tomorrow as an incentive to fight harder and smarter (or just turn up) today. Where you say use a valuable or useful structure, its just not satisfactory because pure PvP corps will continue to use guerilla tactics and alt corps to pick off the stragglers. It gives no solid counter play for the defenders to take. Using half the corp to camp the deccers in whilst the other half play for a week is not enough.

I am afraid I would have to fail you. Read what you have proposed: in an effort to stimulate PvP in your game you are proposing to make it impossible to PvP as a reward for winning. Sure, you have convinced yourself that in the context of Eve the resulting PvP would be "better" (whatever that is), but from a top-level view down, your game design is asinine. You are asking for "counterplay" to PvP itself in a pure PvP game. You already have that - it's called taking the fight to your opponent or, alternatively going to play another, non-PvP game instead.

You are an articulate individual. I am sure you can think of some other incentive to offer the defenders to undock and defend (or even go on the attack) that does not involve locking out the core gameplay of your PvP game.

I'll throw one out. Kaarous is correct: the way to make wars more meaningful and incentivize fighting (rather than just docking up) is to give corporations some value. There has to be advantages to having a corporation so that you want to defend, and something to lose if you choose not to. The easiest way I see for this to use structures to give bonuses to PvE and other income generation (perhaps that also increase slightly over time) but are expensive enough so that letting them explode is not the optimal strategy from a game theory perspective. Couple that with a real mercenary marketplace so that corps without the ability or interest to defend can hire help more safely and easily, and highsec corps would now have incentive and ability to defend their income generating structures from aggressors.

Citadels, and even more so the other proposed structures seem to be moving in this direction with income boosting effects and rigs which make evasion costly/impossible. Probably there are other changes that could be made to wars to make them more fun for all, but in my opinion everyone should wait until these structures, likely the most significant change in the history of Eve gameplay, are fully implemented before deciding what is best for the next iterations of war declarations.


Again, the aggressors are not putting up structures. They're not ratting, missioning, mining, or any other activities to which the defender can counter.
This means that the aggressor does not have to meet any hostile actions of the defender.
So regardless of what's coming for structures, and regardless of the fact that he defender CAN fight back; there is no way that their hostile actions as a defender can lead to a positive outcome unless the aggressor is stupid enough to meet their aggression without having ample ability to defeat the defender's forces.
Even if the war is made mutual, the aggressor doesn't care because they are there solely to pvp.
They don't use those toons for anything else, so if they're locked out due to the ally mechanic locking them in station, they don't care.
They will go play on their other toons.
Valkin Mordirc
#85 - 2016-01-12 08:36:38 UTC  |  Edited by: Valkin Mordirc
EDIT: Misread post, Disregard
#DeleteTheWeak
Kaarous Aldurald
Black Hydra Consortium.
#86 - 2016-01-12 08:41:11 UTC
Joe Risalo wrote:

Again, the aggressors are not putting up structures. They're not ratting, missioning, mining, or any other activities to which the defender can counter.


Duh. Risk vs reward.

Isk equates to risk. They are denying themselves income to reduce their own vulnerabilities. Someone who is engaged in generating assets into the game world should necessarily have more vulnerabilities than someone who expressly is not.


Quote:

Even if the war is made mutual, the aggressor doesn't care because they are there solely to pvp.


Sounds like you just have a meta problem. Namely, that you hate the fact that other people are allowed to make choices you don't like.

Too bad. It's balanced, and it's realistic to boot. The Mongols didn't leave behind farms and fields for you to burn. In EVE, the deliberate choice was made to give players a "raider" style of play as an option.

And for the rest, cry more that alts exist, but you're in the wrong thread for it. Alts effect everyone equally.

"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
#87 - 2016-01-12 09:03:26 UTC
Kaarous Aldurald wrote:

Duh. Risk vs reward.

Isk equates to risk. They are denying themselves income to reduce their own vulnerabilities. Someone who is engaged in generating assets into the game world should necessarily have more vulnerabilities than someone who expressly is not.


Did you miss the part where I said all their funding comes from alts?

Quote:


Sounds like you just have a meta problem. Namely, that you hate the fact that other people are allowed to make choices you don't like.

Too bad. It's balanced, and it's realistic to boot. The Mongols didn't leave behind farms and fields for you to burn. In EVE, the deliberate choice was made to give players a "raider" style of play as an option.

And for the rest, cry more that alts exist, but you're in the wrong thread for it. Alts effect everyone equally.


lol... you're silly
Kaarous Aldurald
Black Hydra Consortium.
#88 - 2016-01-12 09:06:56 UTC  |  Edited by: Kaarous Aldurald
Joe Risalo wrote:

Did you miss the part where I said all their funding comes from alts?


Did you miss the part where alts are not only wildly off topic, but also something that everyone has access to?

"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
#89 - 2016-01-12 09:08:28 UTC  |  Edited by: Scipio Artelius
Kaarous Aldurald wrote:
In EVE, the deliberate choice was made to give players a "raider" style of play as an option.

It's actually recognised by CCP as one of three rights we possess as players.

From the CSM Whitepaper:

By becoming part of the EVE community, players can be said to possess three intrinsic, broadly described rights. These rights are integral to the continued growth of virtual society and establishing the optimal balance in governance between individuals and the legislator.

FREEDOM FROM UNDUE EXTERNAL INFLUENCES
...

UNLIMITED INTERACTION WITH OTHER INDIVIDUALS
Next, individuals have the right to unlimited interaction with other individuals in the virtual society. Players are
free to take any action allowable within the “natural laws” of the game, and as such are governed only by their
free will. This right is universal to all individuals, regardless of intent. As such, this freedom leaves them wholly
unprotected from the consequences of their actions, regardless of if those consequences are just or not.

INFLUENCE ON HOW SOCIETY IS LEGISLATED

...

The white paper recognises that the "exact terms defining the limits of player-to-player interactions are defined in the Terms of Service (TOS), which is incorporated in the EULA by reference."

So as long as we behave within the terms of the EULA, then we have a right to unlimited interaction with other players allowed within the mechanics.

No mechanic should be introduced that reduces those rights, that forces a limited playstyle because someone else doesn't like how another person plays, or which bans wars for periods of time.
Black Pedro
Mine.
#90 - 2016-01-12 09:10:57 UTC  |  Edited by: Black Pedro
Joe Risalo wrote:
Again, the aggressors are not putting up structures. They're not ratting, missioning, mining, or any other activities to which the defender can counter.

Then they are not making any income. Risk vs. reward applies to income generation.

If you want to generate resources into this sandbox, you put yourself at risk to everyone; that is the social compact of Eve. There is no clause in there that you only put yourself at risk to players you approve of, or who are also generating resources, or some other caveat. You need to take responsibility to defend your operation from all-comers. That is the deal.

For these reasons I have no problem with the "social corp" proposal or other social mechanisms so that players who don't want to deal with the risks and hassles of wars can do so by forgoing the rewards of a player corp, but still form player groups. I also think to foster conflict, CCP should release structures that aggressors want to use so that they are also make themselves vulnerable. But you are not entitled to enjoy the increased rewards player-owned structures provide in complete safety, even if you earn that by rushing a beacon.

You really can't let this one go. If it helps, I understand your point of view, and why you think it unfair, but I will remind you that Eve has been designed to be unfair. Your problem is with the type of game this is, not wardecs themselves. Eve is at it's core, a full-time PvP sandbox which means that you are not entitled to a fair fight, to keep your stuff, or even revenge. You have to earn all of these by scratching in the same dirt while playing by the same set of sandbox rules as all the rest of us in New Eden.
Joe Risalo
State War Academy
Caldari State
#91 - 2016-01-12 09:27:06 UTC  |  Edited by: Joe Risalo
Black Pedro wrote:
Joe Risalo wrote:
Again, the aggressors are not putting up structures. They're not ratting, missioning, mining, or any other activities to which the defender can counter.

Then they are not making any income. Risk vs. reward applies to income generation.

If you want to generate resources into this sandbox, you put yourself at risk to everyone; that is the social compact of Eve. There is no clause in there that you only put yourself at risk to players you approve of, or who are also generating resources, or some other caveat. You need to take responsibility to defend your operation from all-comers. That is the deal.

For these reasons I have no problem with the "social corp" proposal or other social mechanisms so that players who don't want to deal with the risks and hassles of wars can do so by forgoing the rewards of a player corp, but still form player groups. I also think to foster conflict, CCP should release structures that aggressors want to use so that they are also make themselves vulnerable. But you are not entitled to enjoy the increased rewards player-owned structures provide in complete safety, even if you earn that by rushing a beacon.

You really can't let this one go. If it helps, I understand your point of view, and why you think it unfair, but I will remind you that Eve has been designed to be unfair. Your problem is with the type of game this is, not wardecs themselves. Eve is at it's core, a full-time PvP sandbox which means that you are not entitled to a fair fight, to keep your stuff, or even revenge. You have to earn all of these by scratching in the same dirt while playing by the same set of sandbox rules as all the rest of us in New Eden.


Again, most use Alts to fund their pvp and/or Alts to pvp when another is unable to dock.
You can argue that every player can have an NPC alt with which to fund pvp, but this would then leave you no one to wardec for easy kills.

Oh, and on Kaarous' coment on the Mongel's.
They didn't have stations in which they could hide from any hostile aggression.
..And, they no longer exist... I can't perma-kill you in Eve.

...edit.. And on the unfair part..
I have no problem with that.
You can overpower me at any time, but that doesn't mean the mechanic should be unfair
Joe Risalo
State War Academy
Caldari State
#92 - 2016-01-12 09:34:07 UTC
Oh, and as far as 'free from aggression' from destroying a structure.
That is just untrue.
I have only halted the aggression of a single entity for a short amount of time, and only on the premise of a wardec.
I would not be immune to other wardecs, ganks, nor any other form of pvp.
This is a counter-argument that is invalid as it completely ignores the fact that there are more than just the two involved entities within Eve.
Nevyn Auscent
Broke Sauce
#93 - 2016-01-12 09:39:55 UTC
Joe Risalo wrote:


Again, most use Alts to fund their pvp and/or Alts to pvp when another is unable to dock.
You can argue that every player can have an NPC alt with which to fund pvp, but this would then leave you no one to wardec for easy kills.

Oh, and on Kaarous' coment on the Mongel's.
They didn't have stations in which they could hide from any hostile aggression.
..And, they no longer exist... I can't perma-kill you in Eve.

...edit.. And on the unfair part..
I have no problem with that.
You can overpower me at any time, but that doesn't mean the mechanic should be unfair

The defender can overpower the attacker at any time also.
The defender can dock all week and use alts for income (hell it's what I've done the last few wars).
The defender also can't be perma-killed.

You have not listed a single thing that the attacker has that the defender doesn't have access to also.
And if the attacker docks up to avoid a tough defender? Then they can't hunt any of their other wardec targets, they can't wait for traders at the undock of the trade hubs, they can't perform their PvP. So the defender can do exactly the same denial to the attacker.

Also Citadels yes will be a target for wardecs but assuming the defences on them are correctly balanced you will be able to take kills no matter what they bring to attack your citadel in highsec, even without defending pilots, making it actually worth fighting for the defender since they have a powerful battlestation to help. Till we get the numbers and till people start to actually regularly use citadels, we won't get a real idea of how wardecs will look in a year even with the current rules.

So no to any changes in any direction (other than maybe price structure changes, but that doesn't change the actual mechanics of the war)
Kaarous Aldurald
Black Hydra Consortium.
#94 - 2016-01-12 10:09:29 UTC
Joe Risalo wrote:

They didn't have stations in which they could hide from any hostile aggression.


No, they were just horsemen who avoided fights they couldn't win with speed and knowledge of terrain.

Cry more.

"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.

Black Pedro
Mine.
#95 - 2016-01-12 10:16:07 UTC
Joe Risalo wrote:
Again, most use Alts to fund their pvp and/or Alts to pvp when another is unable to dock.
You can argue that every player can have an NPC alt with which to fund pvp, but this would then leave you no one to wardec for easy kills.
Yes, everyone can use alts in NPC corps to keep playing if they wish. I have no problem with this. But the increased income of structures and other corporations benefits have to be earned and they are earned in this game by being vulnerable and thus content to the other players. If you don't want to deal with wars and just stay in the NPC corp or play only on alts in NPC corps, then go right ahead. That respects risk vs. reward and leaves more opportunity for players who are willing to defend themselves to earn more resources in the sandbox as compared to the risk averse NPC corp dwellers.

If anything is broken about wardecs it is how easy it is to enjoy the benefits of a corporation yet still be able to dodge a wardec if one comes a-knockin'. Don't get me wrong, players should always be able to leave or move corporations, but the ability to do so while still enjoying all the benefits of a corp is a major failure of game design. Hopefully the new structures will put an end to this nonsense.

Joe Risalo wrote:
...edit.. And on the unfair part..
I have no problem with that.
You can overpower me at any time, but that doesn't mean the mechanic should be unfair
As has been repeatedly pointed out to you the mechanic is absolutely fair. In fact, the only asymmetry in wardecs (cost, allies) advantage the defender. You just seem to be uncomfortable with the fact that the game puts you at risk when you are generating resources into the economy, yet not necessarily your opponent.

If you are uncomfortable with risk, just don't undock. Alternatively, CCP has even given you the ability to exchange real money in the form of PLEX to players who are willing to take that risk so you never have to risk becoming "an easy kill" again. You will never worry again about becoming someone else's content.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#96 - 2016-01-12 11:54:08 UTC  |  Edited by: Vimsy Vortis
Joe Risalo wrote:
Again, the aggressors are not putting up structures. They're not ratting, missioning, mining, or any other activities to which the defender can counter.

Marmite has over 100 customs offices, we have about 40, PIRAT has seemingly every single one in Amarr space. So either you're just plain wrong about that or you knew that already and you're being intentionally dishonest.

Also we're not the only aggressors in the game. Normal corps that do have other activities going on are also end users of the war declaration system. But apparently you want to make it impossible for those people to even declare war at all unless they're allowed to by people like me.

I don't know why you want to reinforce large mercenary alliances at the expense of every other possible end user of the war declaration system, in fact I'm pretty sure that's the exact opposite of what most of the players in the game want, but that's what you're proposing here.

Your vision of highsec seems to be one in which the warlords of giant mercenary alliances rule highsec from unassailable thrones from which they declare war on anyone they want, whenever they want and nobody else even thinks about fighting. I don't understand why you want that. I don't even want that and that's a scenario where I win.
Donnachadh
United Allegiance of Undesirables
#97 - 2016-01-12 14:24:23 UTC
Vimsy Vortis wrote:
The defender also gets equivalent choices to the aggressor in that they can choose to bring in allies, or not, at no cost to themselves whatsoever and the aggressor cannot do anything at all about that.

No cost, what dream land are you playing in?
Merc's do not join a war at least on the defending side for free, they expect to be paid for their efforts.
No I do not have any trouble with that they are providing a service and they deserve to be paid for it.
My point is that this statement by Vimsy is essentially a lie, unless she means that Concord or some other NPC portion of the game does not charge when you ask for allies.


Kaarous Aldurald
Black Hydra Consortium.
#98 - 2016-01-12 14:27:41 UTC
Donnachadh wrote:

No cost, what dream land are you playing in?


The place where the mechanic literally has no cost to use it.

You know, reality.

"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.

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#99 - 2016-01-12 14:40:37 UTC  |  Edited by: Vimsy Vortis
Donnachadh wrote:
No cost, what dream land are you playing in?
Merc's do not join a war at least on the defending side for free, they expect to be paid for their efforts.
No I do not have any trouble with that they are providing a service and they deserve to be paid for it.
My point is that this statement by Vimsy is essentially a lie, unless she means that Concord or some other NPC portion of the game does not charge when you ask for allies.



I'm a director in a fairly well known highsec mercenary alliance and personally send 0 isk assistance offers frequently. If you like I can take screenshots of the notifications if you want.

Moreover mercenaries aren't the only people who are allowed to shoot at people in highsec, you can get help from anybody. For example if Vendetta Mercenary Group is in dire need of our help with a war we will happily ally in for free because we are friends, they don't need to pay us anything.

If you're going to claim I'm lying you're going to have to come up with something I can't trivially falsify.
Frostys Virpio
State War Academy
Caldari State
#100 - 2016-01-12 14:53:25 UTC
Vimsy Vortis wrote:


If you're going to claim I'm lying you're going to have to come up with something I can't trivially falsify.


Those hairs on your head are fake!!!