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[Citadels] Changing NPC taxes

First post
Author
Nyjil Lizaru
Federal Defense Union
Gallente Federation
#221 - 2016-03-04 03:27:02 UTC
CCP Ytterbium wrote:
Niko Zino wrote:
Stuff


Those are fair points we've been discussing internally. Initial figures show us maintaining a cloning bay in a Citadel will cost 157m ISK a month, we wanted to provide means for the owner to recoup that cost and even make a profit in general.


I would argue that providing JC availability to corp members would better be viewed as a 'corp service' and that looking at it as a isk-generator for the corp/alliance is to misunderstand the purpose of a corporation.

Further, your assumptions are terrible inre the math - you're talking about 31 jumps per month to break even - that's a luxury tax, not a service fee. If it's used that little, it's in a system that shouldn't have one installed. You're off by a factor of 10, imo - if there aren't 300 jumps in a month, it's a waste of a slot and fuel.

Nyjil's corollary to Malcanis' Law:   "Any attempt by CCP to smooth the learning curve of EVE Online will be carried out via the addition of extra factors and 'features' such that there is a net increase in complexity."

Lugh Crow-Slave
#222 - 2016-03-04 03:27:52 UTC
Nevyn Auscent wrote:
Anhenka wrote:

I think you vastly overestimate the will of PvP groups to suppress anyone and everyone who can put up a citadel. It's easy to buy and put one up. 7-10 bil is not a huge investment for a small group of players or even moderately wealthy individuals. Taking one down in highsec against the deathstar version of a large citadel without caps will be damn hard. And that's not even getting into the area of a X-L, which promises to be nearly impossible to take out without a sizable capital fleet..

I think you vastly overestimate what their firepower vs subcapitals is going to be. Indications are that a few cruisers will be sufficient because of the damage mitigation from sig & speed vs the missiles. This may not hold up obviously, but the current defences look very very very light against subcaps. Even the cap defences seem lower than a POS can put out, with the sole exception of the XL fitted with a doomsday.

With regards to the tax changes, I worry that combined with the seemingly weak defences it will be too easy for the large groups to further monopolise things, and force people to join them or be shut out in the cold, because those large groups have at this point built up such a reserve of isk, resources and super caps that no newly formed group will ever get to challenge them on any significant scale, their only real danger is internal division and a civil war.


A few webs and TPs will make the anti sub cap guns quite effective any idiot who puts anti capital guns on a hs citadel deserves to lose it
Nevyn Auscent
Broke Sauce
#223 - 2016-03-04 03:43:29 UTC
Lugh Crow-Slave wrote:

A few webs and TPs will make the anti sub cap guns quite effective any idiot who puts anti capital guns on a hs citadel deserves to lose it

Except you don't have the range on the webs, the mobility to force them into web range, and the TP's on their own don't even come close to making effective damage applied. Citadel Sub Cap missiles have worse stats than Rage Torps do once you actually take pilot skills into account. Sure if you have an equal defence fleet to their attacker fleet you can do things, but then you have an equal fleet to start with.
Even if we assume 100% application an M Citadel appears to have less firepower than a BS, an L Citadel about a BS, and an XL Citadel roughly 1.5 BS. Fighters can be added but they've given us no details on fighters, and fighters can be killed as well. The support modules are a bit scarier, but still not going to make much difference in numbers. The stats just currently don't add up to a credible level so it's going to be all about who has the larger fleet. And if you have the larger fleet as the defender (assuming equal skill & fits anyway) you've already won and the Citadel firepower is irrelevant.
Lugh Crow-Slave
#224 - 2016-03-04 03:49:05 UTC  |  Edited by: Lugh Crow-Slave
Lugh Crow-Slave
#225 - 2016-03-04 03:54:41 UTC
Nevyn Auscent wrote:
Lugh Crow-Slave wrote:

A few webs and TPs will make the anti sub cap guns quite effective any idiot who puts anti capital guns on a hs citadel deserves to lose it

Except you don't have the range on the webs, the mobility to force them into web range, and the TP's on their own don't even come close to making effective damage applied. Citadel Sub Cap missiles have worse stats than Rage Torps do once you actually take pilot skills into account. Sure if you have an equal defence fleet to their attacker fleet you can do things, but then you have an equal fleet to start with.
Even if we assume 100% application an M Citadel appears to have less firepower than a BS, an L Citadel about a BS, and an XL Citadel roughly 1.5 BS. Fighters can be added but they've given us no details on fighters, and fighters can be killed as well. The support modules are a bit scarier, but still not going to make much difference in numbers. The stats just currently don't add up to a credible level so it's going to be all about who has the larger fleet. And if you have the larger fleet as the defender (assuming equal skill & fits anyway) you've already won and the Citadel firepower is irrelevant.


Is that with the 10%and 25% skill/hull bonus taken into account. And the idea is your going to need add defence fleet there so no they can't do it on there own but just getting people to show up and kill every single competing citadel that pops up is not going to be worth it.


EDIT: a large is 23.6k alpha and 1.5k dps and that's b4 damage mods and fighters

(Ps of your were interested they have given preliminary fighter stats on the capital focus group reddit page)
Anhenka
Native Freshfood
Minmatar Republic
#226 - 2016-03-04 04:00:33 UTC  |  Edited by: Anhenka
Nevyn Auscent wrote:
Anhenka wrote:

I think you vastly overestimate the will of PvP groups to suppress anyone and everyone who can put up a citadel. It's easy to buy and put one up. 7-10 bil is not a huge investment for a small group of players or even moderately wealthy individuals. Taking one down in highsec against the deathstar version of a large citadel without caps will be damn hard. And that's not even getting into the area of a X-L, which promises to be nearly impossible to take out without a sizable capital fleet..

I think you vastly overestimate what their firepower vs subcapitals is going to be. Indications are that a few cruisers will be sufficient because of the damage mitigation from sig & speed vs the missiles. This may not hold up obviously, but the current defences look very very very light against subcaps. Even the cap defences seem lower than a POS can put out, with the sole exception of the XL fitted with a doomsday.

With regards to the tax changes, I worry that combined with the seemingly weak defences it will be too easy for the large groups to further monopolise things, and force people to join them or be shut out in the cold, because those large groups have at this point built up such a reserve of isk, resources and super caps that no newly formed group will ever get to challenge them on any significant scale, their only real danger is internal division and a civil war.


Large groups would have to care first.

Highsec is that place where things come from. Where bountiful low paid miners bring in veldspar to fuel the manufacturing war machine that makes our capitals. And that has a really convenient one stop shopping station.

And that's about it.

If you told a large group in nullsec that they were going to go wage war on dozens of structures in highsec, the main response would be "Why the **** for?"

Isk is a resource, ships are a resource, but the most important resource is player engagement, and bashing dozens of structures in highsec to try and maintain some small market advantage in a localized area is insanity.

Especially if the large group would have to shell out the isk to wardec the owner of each structure. Would be REALLY hard to justify financially, and impossible to justify in term of member fun.

I seriously doubt there will be a ton of nullsec alliances holding stations in highsec that are not located in very strategic locations. I can see CFC having a station in Torrinos, and one jump off of Jita, in order to route all their market transactions through. But going for structure dominance? Nah.
Nevyn Auscent
Broke Sauce
#227 - 2016-03-04 04:02:18 UTC  |  Edited by: Nevyn Auscent
Lugh Crow-Slave wrote:


Is that with the 10%and 25% skill/hull bonus taken into account. And the idea is your going to need add defence fleet there so no they can't do it on there own but just getting people to show up and kill every single competing citadel that pops up is not going to be worth it.


(Ps of your were interested they have given preliminary fighter stats on the capital focus group reddit page)

I wasn't taking the Hull bonus into account as they hadn't listed them as specifically bonused on Citadels, so I wasn't sure. If that's the case then increase my numbers by 25%, but they are still low.
I agree a defence fleet should be needed against a significant attack, but a T1 cruiser being able to local tank a Citadel is a bit weak. I'd be expecting an M Citadel to be somewhere around 3-4 BS worth of missile firepower, stated like RHML in order to actually apply to subcaps reasonably. L Citadel scaling up to 3-4 dread and XL to 3-4 Titan. Given the immobility of the Citadel and the ease of scanning it just before you attack for it's exact fit it seems reasonable to have more firepower than a comparable price of T1 ships, and that seems to fit decently without being silly.

I think they've possibly got the XL & L in a reasonable place vs Capitals, as the Capital launchers seem decent, and the Doomsday bounces to secondary targets which works as the multiplier fine. And the bomb launcher outside high seems like it will be killer to subcaps, imagining 2 or 3 of them volleyed for 60-90k volleys aimed at a 40 sig size.
But the subcap launchers themselves are very weak. The application isn't going to hit any subcap for remotely close to full without major aid, and the DPS is watery also.

P.S. Got link for that reddit? Some of us don't normally follow a million other forums like reddit :).

Edit. Those are the raw DPS numbers yes. But the problem is the application. Vs a T1 cruiser on AB you are applying about 5% of that paper DPS. With TP's it gets up as far as 10%. So an L Citadel is able to apply 150 DPS vs a T1 cruiser.
Lugh Crow-Slave
#228 - 2016-03-04 04:15:52 UTC
Nevyn Auscent wrote:

I wasn't taking the Hull bonus into account as they hadn't listed them as specifically bonused on Citadels, so I wasn't sure. If that's the case then increase my numbers by 25%, but they are still low.
I agree a defence fleet should be needed against a significant attack, but a T1 cruiser being able to local tank a Citadel is a bit weak. I'd be expecting an M Citadel to be somewhere around 3-4 BS worth of missile firepower, stated like RHML in order to actually apply to subcaps reasonably. L Citadel scaling up to 3-4 dread and XL to 3-4 Titan. Given the immobility of the Citadel and the ease of scanning it just before you attack for it's exact fit it seems reasonable to have more firepower than a comparable price of T1 ships, and that seems to fit decently without being silly.

I think they've possibly got the XL & L in a reasonable place vs Capitals, as the Capital launchers seem decent, and the Doomsday bounces to secondary targets which works as the multiplier fine. And the bomb launcher outside high seems like it will be killer to subcaps, imagining 2 or 3 of them volleyed for 60-90k volleys aimed at a 40 sig size.
But the subcap launchers themselves are very weak. The application isn't going to hit any subcap for remotely close to full without major aid, and the DPS is watery also.

P.S. Got link for that reddit? Some of us don't normally follow a million other forums like reddit :).

Edit. Those are the raw DPS numbers yes. But the problem is the application. Vs a T1 cruiser on AB you are applying about 5% of that paper DPS. With TP's it gets up as far as 10%. So an L Citadel is able to apply 150 DPS vs a T1 cruiser.


But again webs will let it apply an recons can get very good range and tank with a Web tp fit while I agree citadels need to be strong smaller groups also need to be able to Siege them so they can't kick out a to much dps on there own.


Fighter numbers
Nevyn Auscent
Broke Sauce
#229 - 2016-03-04 04:25:08 UTC
Lugh Crow-Slave wrote:

But again webs will let it apply an recons can get very good range and tank with a Web tp fit while I agree citadels need to be strong smaller groups also need to be able to Siege them so they can't kick out a to much dps on there own.


Fighter numbers

I agree they shouldn't be too strong, but they shouldn't be too weak either, and currently they are landing on the weak side. I don't think 3-4 T1 BS worth would be too hard for a smaller group to Siege them. A couple of T1 logi would be able to cope with that level of fire-power still, and Marauders would be able to local tank it also.

Thanks for the link, doesn't say anything about what Citadels will be able to use though, and if we assume a M Citadel gets the same as a carrier they only get 840 DPS in fighters, which can be killed. In fact probably a lot less than that because skills won't apply to Citadel fighters.
Julius Lincinius
Discrete Holdings Ltd.
#230 - 2016-03-04 04:27:47 UTC  |  Edited by: Julius Lincinius
CCP Ytterbium wrote:


  • Jump Clones: current price for installing jump clones in NPC stations is around 100,000 ISK. We are planning to increase that amount to 5m ISK to install a jump clone in NPC stations. That price will also be payable anytime a clone is left behind in a NPC station - so, if you jump clone away from a NPC station from previously established jump clones you will still pay that price. Jump Clones installed in Citadels will not have any NPC taxes, but the owner can charge his own pricing for the service. We also want to remove the maximum limit of jump clones for Citadels: like Citadel offices, your alliance, corporation or public customers will never be denied usage of this service if you grant them access in the first place.

  • Compression: after internal discussion we are planning to merge this service with the reprocessing service module, so you won't need to install two modules in your Citadel to get this functionality. Compression is not going to be taxed because there is no NPC counterpart to compete with (only available in Starbases at the moment [and the often forgotten Rorqual]).

  • I am curious if you would care to elaborate on how these changes will impact the Rorqual:

    Will the Rorqual now have to set some standings on how much it will cost for other players to jump/install to the clone vat bay? Would this be based on personal, corp, or alliance standings?

    I noticed that compression is not stated to be a function of the rorqual anymore. Is this a new design decision? If the rorqual is keeping its compression ability, and if compression is getting added into refining services, will the rorqual now have the ability to refine as well as compress? Will it have a better refine than citadels?
    Lugh Crow-Slave
    #231 - 2016-03-04 04:36:16 UTC
    Nevyn Auscent wrote:
    Lugh Crow-Slave wrote:

    But again webs will let it apply an recons can get very good range and tank with a Web tp fit while I agree citadels need to be strong smaller groups also need to be able to Siege them so they can't kick out a to much dps on there own.


    Fighter numbers

    I agree they shouldn't be too strong, but they shouldn't be too weak either, and currently they are landing on the weak side. I don't think 3-4 T1 BS worth would be too hard for a smaller group to Siege them. A couple of T1 logi would be able to cope with that level of fire-power still, and Marauders would be able to local tank it also.

    Thanks for the link, doesn't say anything about what Citadels will be able to use though, and if we assume a M Citadel gets the same as a carrier they only get 840 DPS in fighters, which can be killed. In fact probably a lot less than that because skills won't apply to Citadel fighters.


    It was more the 3-4 titans that was getting on the high side. And your right they may be to low atm we will need to see once they hit test servers to get a better idea what a good place for them to be is.

    And those fighter numbers are before carrier hull bonuses are applied not after bit don't read to much into them as they ate pure balance numbers anyway.
    Niko Zino
    Center for Advanced Studies
    Gallente Federation
    #232 - 2016-03-04 04:45:40 UTC
    Let me just be clear here. I am definitely not pissing on anyone at CCP for trying to come up with new solutions to problems, perceived or real, here. These discussions and proposals are what keep the game alive and I will never suggest anyone should be mad at devs for mentioning new ideas.

    For the clone thing, that 'jump tax' is not that high a financial burden. It's a psychological barrier that tells players 'you should not change activities/venues often, unless you're rich or know the RIGHT people'. The net effect is pigeonholing players in their current position. 'Meh, I don't want to spend X just to try out something I don't know I'll be good at or even enjoy' will become a tiresome reply to people like me, who spend their game time trying to provide content or help people discover new areas of the game rather than to make dank ISK. 'Meh I don't want to spend X to go to that far away place where we're not even sure we'll find targets' will be a common answer to FCs trying to find content away from home. Eve isn't my job, it's the thing I do when I'm not working.

    And I'm not saying those people are right to say that. Just that, even for big alliances, I'm sure mustering enough interest is hard enough as it is... So, of course, the answer will be '****, son, all you have to do is be better organized and shift the costs to the corp/alliance'. So now, I have to work twice as much for the same result, one for the money, two for the shoes.

    But the main difference is that for people in Redemption Road, Spectre, Pandemic Horde, KarmaFleet, CAS, and all the other organizations who are helping people try new things, what we get out of it isn't an amount of ISK, or an amount of kills. It's - maybe - pilots who will carry on and join the corps of these people who say they have eve completely figured out, and help THEM have more ISK, or more kills.

    So, I understand if you don't see the short term benefit to you or your corp in listening to our point of view, I really do. But in the long run? During the March of the NewBros? You've got to know fresh blood is needed and that someone will have to pay for their training, either in time, or in ISK, which is roughly similar. Making our game harder is counter productive to almost everyone.

    CAS, the NPC Corp that Does Stuff™

    Nevyn Auscent
    Broke Sauce
    #233 - 2016-03-04 04:55:30 UTC
    Lugh Crow-Slave wrote:

    It was more the 3-4 titans that was getting on the high side. And your right they may be to low atm we will need to see once they hit test servers to get a better idea what a good place for them to be is.

    And those fighter numbers are before carrier hull bonuses are applied not after bit don't read to much into them as they ate pure balance numbers anyway.

    Well, that's XL Citadel vs Caps while in Null I was meaning, and since the DD on it spreads to 5 secondary targets I suspect it is near that 3-4 Titans of fire-power already. But yea, good point that we need to see them hit Sisi, as they are already making adjustments on feedback, but at least this way they can read the issues here and be forewarned about the possibility of issues :)
    XL vs Subcaps in high is only going to be about 2.5 times what M Citadel vs Subcaps is after all. (2 vs 4 launchers and the possibility of BCU's)
    Lugh Crow-Slave
    #234 - 2016-03-04 05:09:40 UTC
    Nevyn Auscent wrote:
    Lugh Crow-Slave wrote:

    It was more the 3-4 titans that was getting on the high side. And your right they may be to low atm we will need to see once they hit test servers to get a better idea what a good place for them to be is.

    And those fighter numbers are before carrier hull bonuses are applied not after bit don't read to much into them as they ate pure balance numbers anyway.

    Well, that's XL Citadel vs Caps while in Null I was meaning, and since the DD on it spreads to 5 secondary targets I suspect it is near that 3-4 Titans of fire-power already. But yea, good point that we need to see them hit Sisi, as they are already making adjustments on feedback, but at least this way they can read the issues here and be forewarned about the possibility of issues :)
    XL vs Subcaps in high is only going to be about 2.5 times what M Citadel vs Subcaps is after all. (2 vs 4 launchers and the possibility of BCU's)
    oh I didn't think you were talking DDs into effect I thought you wanted just the launchers to be that highShocked
    motie one
    Secret Passage
    #235 - 2016-03-04 07:47:03 UTC  |  Edited by: motie one
    Ok, I think the point is made here by now.

    I do understand that you wish to "encourage" people to use Citadels.
    And I do understand that you wish to ensure that you want to make it potentially able to cover the cost of running the clone service.

    Now, The idea of paying for using one's jump clones is being widely reviled.
    Whilst it is neccessary to introduce unpleasant and unloved mechanics to balance and improve the game, and pain is an unfortunate side effect, deliberately doing this in an attempt to alter behaviour is extremely dangerous, that - unless one has a population, that through emigration/immigration controls, and internal restrictions on movement or armed police to prevent revolution/rebellion,- is doomed to failure.
    EVE does not have this, It is a game, and the choice of players, is wider, they can also choose to completely ignore the use of the feature, or just choose to log off.

    You may have noticed that EVERY attempt to force players to behave in a certain way, other than for balance reasons, has resulted in an unholy rebellion.

    We have already noticed this, After release, Everyone will notice it, expect a LOT of "agressive unwanted feedback"

    There are two methods of controlling player behaviour, Carrot and stick. One is applied by dictators, and one is applied by successful companies. Any use of the stick may have the appearance of compliance, but eventually results in the removal of the dictator, or the company from the market.

    So TL;dr
    If you wish the citadel expansion to be a success, encourage people to use them, let people be delighted and surprised! People should WANT to switch into them.

    Not driven unwillingly and resentfully forward into a hated new future, even though it would have been a far better future. Forced migration, even to paradise is never forgiven.

    It really should not be a hard choice for a game company.

    So make us WANT to keep clones in Citadels, small fuel costs for clone bays, possibly reduced Jump timers, fast switching between clones, wider range of implants insertable, pretty clones,something to engage us. A BAD idea is to artificially make NPC Stations painful, unpleasant or expensive. Remember Carrot VS stick.

    You have made impressive efforts to create a beautiful new environment and opportunity for us, so much work has been done, success is so near.

    Please do not pull smoldering failure from the ashes of success.
    How we remember the citadels release, is being decided here.
    tasman devil
    Puritans
    #236 - 2016-03-04 07:57:57 UTC
    CCP Ytterbium wrote:
    stuff
    [list]

  • Jump Clones: current price for installing jump clones in NPC stations is around 100,000 ISK. We are planning to increase that amount to 5m ISK to install a jump clone in NPC stations. That price will also be payable anytime a clone is left behind in a NPC station - so, if you jump clone away from a NPC station from previously established jump clones you will still pay that price. Jump Clones installed in Citadels will not have any NPC taxes, but the owner can charge his own pricing for the service. We also want to remove the maximum limit of jump clones for Citadels: like Citadel offices, your alliance, corporation or public customers will never be denied usage of this service if you grant them access in the first place.

  • Market: markets currently have two taxes, transaction's tax, applied for sold items, and broker's fee for non immediate orders, which are set at 1.5% and 1% respectively. To create an environment more competitive for Citadels, we plan on increasing the transaction tax to 2.5% and the broker's fee to 5-6%. Players trading in citadels will still receive the transaction tax, but the broker's fee will be at the complete discretion of the owner. To avoid confusion for the owner, the broker relations skill will not affect player set broker's fee in Citadels.

  • Please remember those are still work in progress changes (especially the market broker's fee tax amount), so please use constructive feedback in your replies.


    DISLIKE

    Jump Clone cost to 5m? Seriously?

    Market Tax: we don't know how to shoehorn/coerce people into using Citadels so we will nerf NPC to the ground..
    What about the ability to CHOSE? Naah, we don't need that, you WILL play it the way we intended it...

    Next in the news: JITA BURNS.... people protest to sell stuff...

    I don't belive in reincarnation I've never believed in it in my previous lives either...

    HandelsPharmi
    Pharmi on CharBazaar
    #237 - 2016-03-04 08:10:18 UTC  |  Edited by: HandelsPharmi
    CCP Ytterbium wrote:
    We are planning to increase that amount to 5m ISK to install a jump clone in NPC stations. That price will also be payable anytime a clone is left behind in a NPC station - so, if you jump clone away from a NPC station from previously established jump clones you will still pay that price.


    The price is for PREVIOUSLY ESTABLISHED jump clones.


    It is a one time fee, additonal 4.9M ISK or 5.0M ISK... NOT every time you change your clone guy.
    And even 5M ISK @ 30 jump clones per month = 150M ISK per month...

    @ all the others, who started "discussing" already
    Guys, don`t tell me, that will ruin you PVP and you are not able to fight anymore...
    Deck Cadelanne
    CAStabouts
    #238 - 2016-03-04 08:12:42 UTC
    Querns wrote:
    Vic Jefferson wrote:

    I am sorry but this game play is forced, and in a bad way. You want to enable players and small groups, and these changes do the opposite.

    No, you want to enable players bonding together into corporations. Retention is a lot higher among those who find a strong corporate identity in Eve. Solo players are basically a rounding error.


    You could accept that not everyone wants to be an F1 monkey in some huge blob.

    I suspect however that you won't.

    Community takes many forms - not just what you happen to prefer.

    "When the going gets weird, the weird turn professional."

    - Hunter S. Thompson

    Deck Cadelanne
    CAStabouts
    #239 - 2016-03-04 08:16:40 UTC
    CCP Ytterbium wrote:
    stuff


    I like the idea of citadels but frankly, if you want them to be a thing, make them better than the alternatives.

    That is not at all the same thing as making the alternatives worse.

    "When the going gets weird, the weird turn professional."

    - Hunter S. Thompson

    motie one
    Secret Passage
    #240 - 2016-03-04 08:21:06 UTC  |  Edited by: motie one
    HandelsPharmi wrote:
    CCP Ytterbium wrote:
    We are planning to increase that amount to 5m ISK to install a jump clone in NPC stations. That price will also be payable anytime a clone is left behind in a NPC station - so, if you jump clone away from a NPC station from previously established jump clones you will still pay that price.


    The price is for PREVIOUSLY ESTABLISHED jump clones.


    It is a one time fee, additonal 4.9M ISK or 5.0M ISK... NOT every time you change your clone guy.
    And even 5M ISK @ 30 jump clones per month = 150M ISK per month...

    @ all the others, who started "discussing" already
    Guys, don`t tell me, that will ruin you PVP and you are not able to fight anymore...


    1. Already established that the cost applies for every NPC station clone jump, and every jump back. It even says it in your quoted text.
    2. It is a cost placed purely to encourage people to keep clones in citadels, and only to jump to citadels. It is an attempt to force player behaviour away from the use of NPC stations.
    3. It is using negative reinforcement or punishment to change player behaviour.
    4. Without a mechanism to FORCE players to continue using the service, It will encourage people to select alternatives. I.e log off, not join in fleets, or even worse, not to sign in if badly positioned.
    5. EVE is a game, attempts at behavioural modification, through pain and punishment, unless they are required for game PLAY balance, are deeply disturbing and resented. Carrot vs stick. And even for gameplay balance, Punishment should be the last choice.
    6. EVE is a game, new features are designed in games to delight and surprise us. Not things to be dreaded and despised.