These forums have been archived and are now read-only.

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

EVE General Discussion

 
  • Topic is locked indefinitely.
 

State of Eve: War Dec

Author
Dracvlad
Taishi Combine
Astral Alliance
#401 - 2016-07-14 12:23:04 UTC
Black Pedro wrote:
Dracvlad wrote:
Black Pedro wrote:
Why should the target always have a chance to fight back?.


Think about that question...
I have. Why should every group in Eve always have a chance to successfully fight back against every other group? There is a huge variation in the size and strength of the groups in Eve ranging from the might of a full-fledged nullsec coalition, to the corporation of three real-life friends who joined the game last month to mine in highsec. How can you balance the game so that every group has a chance against any other group? You can't, not without completely throwing out the non-consensual sandbox element the game was founded on.

Fights between unequally matched sides are the norm in Eve, not the exception. Wardecs are no different. Many players seem to be unable to accept this reality of Eve and that wardecs are not some 'matchmaker' mechanic designed to produce 'gud fights' but rather just the mechanic by which the intended player-driven, sandbox gameplay can take place in highsec.

Take a step back and look at the big picture.


I did step back and look at the big picture.

I saw the Goons not even try to fight against the MBC over the PH Keepstar, and why was that. Because there was no fun it in and no chance of victory. Look at the change in null sec with smaller alliances holding sov, its not perfect, but its a lot better.

My suggestion was to create a point of weakness for the war dec entities that gives them back functionality that they have lost with the object of giving those weaker people something they can have some success with, and something that could cause them to grow better and take the fight in more fun for both sides way. Hisec war decs on hisec entities what there is of them is akin to baby seal clubbing. I am not suggesting this to have the ability to win, I am suggesting this to have a possibility to resist.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Dirty Forum Alt
Forum Alts Anonymous
#402 - 2016-07-14 12:35:14 UTC  |  Edited by: Dirty Forum Alt
Speaking as a solo war-deccer who actually does intentionally fly cheaper/smaller ships to give my targets a chance - I can say from experience that people don't care who is declaring war on them, how many people they have, or what they fly. They just assume defeat and give up before the war starts.

I *love* actual PvP *combat* - where the target intentionally fights back, and *both sides* have a chance to win. But it doesn't really exist anymore, at least not for solo operators like me. Only *1* time in the past 6 months have I seen a war target group who came intending to fight (as opposed to idiots afk mining/autopilotting/missioning/etc who do not constitute true combat, they are just loot to be farmed)... And even then - after recruiting allies and bringing a Vargur, Armageddon, Raven, and *7* assorted other support ships *specifically* to kill my Paladin (because lets face it, when fighting at 1 v 10+ odds vs people who have a POS tower to defend a marauder is the only ship I had any hope in - and not much hope vs that vargur + armageddon tbh)...when they saw that I was still willing to put my ship on the line and risk the engagement they hastily ran away, presumably under the (false) assumption that it was some sort of incredibly brilliant trap using EVE mechanics unknown to me (since marauders can't even get RR in bastion mode I don't believe...). And ultimately the only reason they even fought back that much is because they weren't truly a high-sec corp. They were a group of small-scale low-sec pirates who had a POS in high sec (without guns/defenses) - and I had seen them kill the tower previously in that location with 10+ battleships, so I knew they could field a fleet in high-sec.

I posted a thread a while ago lamenting the loss of fighting spirit in high sec - and I stand by my conclusion in that thread - the fighting spirit of high sec carebears is well and truly dead. And I don't think it can be resurrected. They have *all* given up - and no changes now are going to undo that - barring a mechanic that *forces* people to fight in some way by allowing a way to access their docked ships/assets or something, which would obviously be a horrific idea for other reasons.



Much as I hate to agree with Geronimo even to a tiny degree....Yeah, maybe the excessive killboard shaming of some groups is also a factor. Aside from the public killboards/etc I've seen a lot of corps really lay into their younger members for losses just using the internal corp kill records as well. Removing all records of kills might well encourage more new players to get out there and have some fun - but it would also infuriate 90+% of the EVE PvP Community, many of whom are inordinately proud of their killboards...quite possibly to the point of rioting or quitting... So it isn't really an option.



Believe me, I wish there was a way to fix it, because I've flown in every type of space, and high sec is the one I like the best.
- I enjoy both the PvE content and battles of 0.0/sov space...But I can't stand the constant politics and drama. Additionally sov space *internal politics* literally ripped apart and murdered the most fun corporation i was ever in...and I don't want to risk a repeat experience.
- I enjoy the freedom/mystery of wormhole combat...But I hate having to maintain a literal army of scanning/scouting/industrial/supply alts to maintain a serious wormhole operation - and honestly don't even care for the constant scanning required for even a casual wormhole visit.
- I enjoy low-sec FW combat - which is one of the very few areas left in EVE where *solo* PvP truly exists in any form anymore...But honestly I prefer to keep my options for travel/supply open so I don't care for a -10 sec status....and even in FW the politics/drama get annoying...
- And the last time I tried to roam low-sec casually outside of FW space I made it 2 systems before a blops army and a *nyx* got dropped on my head...and that is pretty much the standard bare minimum these days....so yeah...

So high sec is really the only place I can play the way I want to play with the amount of time I have to commit to the game right now. And it sucks that it is stagnating/dieing....but such is EVE, and such is life. We adapt or we quit - I still maintain that as much as i wish it were otherwise, there *is no magical mechanics change* that can fix the problem...and the people aren't going to change their play styles either. That is just wishful thinking.

I mean really, I'd love to be wrong here. I'd be ecstatic. I just don't see it happening.

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Black Pedro
Mine.
#403 - 2016-07-14 12:43:15 UTC
Dracvlad wrote:
I saw the Goons not even try to fight against the MBC over the PH Keepstar, and why was that. Because there was no fun it in and no chance of victory. Look at the change in null sec with smaller alliances holding sov, its not perfect, but its a lot better.
Exactly. Highsec wars are a microcosm of all the conflict in this game.

If you understand this why did you ask me to think about my statement to that effect?

Dracvlad wrote:
My suggestion was to create a point of weakness for the war dec entities that gives them back functionality that they have lost with the object of giving those weaker people something they can have some success with, and something that could cause them to grow better and take the fight in more fun for both sides way. Hisec war decs on hisec entities what there is of them is akin to baby seal clubbing. I am not suggesting this to have the ability to win, I am suggesting this to have a possibility to resist.
Why should they have a possibility to resist? The Goons had no chance. That is just how the game works - sometimes you are just outnumbered or outgunned and you can't win. Baby seals are meant to be clubbed, just like all the other seals in this game. When you form a corporation, you throw your hat into the ring and signal yourself ready-to-be-clubbed, and to be part of the greater struggle for power and glory in New Eden.

That said, I am all for additional things to fight over and some structure that aggressors want to use but is vulnerable seems like a good idea to do that. It would give the defenders something to counter-attack and force a fight and generate content. But the fact that does not exist now does not mean wars are broken or problematic. Wars just enable the core Eve game play to come to highsec in a slightly tempered manner. Even if such a structure existed, I believe most defenders would still assess themselves as too weak, either rightly or wrongly, or be too afraid of loss to fight back and just stay docked up. Today, many of the POCOs are owned by highsec mercenary groups yet they never seem to be counter-attacked by targets.

We will see though. New structures keep getting rolled out and some of them will find use eventually by mercenaries so wardec targets will get their chance to strike back. Will they take it though?
ll Kuray ll
Space Wolves ind.
Solyaris Chtonium
#404 - 2016-07-14 12:51:38 UTC
Found this on another well known forum I visit and thought it was appropriate for this thread.

Quote:

I understand what Linus & Stoner are saying and wanted to add to it. I'm mid 40's and played for 6 years, from Sept 2009 - December 2015. I happily supported the developers via subscriptions for several accounts and sunk a few bucks into PLEX after the will to grind for even the smallest amounts of isk vanished.

I heard about the “early days” Eve but sadly didn’t get to live them. Used to think “thank god that went away” after hearing about bubbles pulling ships out of warp or having to actually bookmark a gate if you wanted to land at 0. It wasn’t all bad, however. For example AoE doomsdays were absolutely incredible. Broken? Too powerful? Perhaps, but holy **** were they beautiful to watch, and that should be worth saving. I don’t understand why something so extraordinary and unique had to be scrapped completely. But I’m getting ahead of myself here.

I’ve seen others talk about this before, and I lived the same experience: I friggin HATED this game the first time I tried to play it. Too hard. Too unforgiving. Too “learning curve.” A year later, I tried again and got sucked in. The difference was I simply followed the game’s starting points, H'edTFU like everyone else, learned the ships and the game mechanics, and was on my way. I miss those days. It made players feel good, like they had run the gauntlet and made it through. I don’t know that new players get that same feeling anymore.

For me though, and many others I believe, the downward spiral begins when you finally break into capitals, but the cause-effect isn’t readily apparent. Getting that first carrier is a pretty good feeling. You may not even know what you want to do with it yet, but dammit it’s in your hangar looking pretty. Then you get a dread. Sometime later, after months of grinding and a year or two of training, a super. You’re sitting back smiling, thinking “wow, I did it!” And then… the nerfs begin. I was lucky. The nerf happened before I made the investment, so I had a choice of whether to continue on the same path or not. Several corpmates weren’t so fortunate.

Fast forward to 2014. That old “wow, I did it!” smile returns, all warm & fuzzy as you gaze at your very own titan. You then spend months refining skills & fits, practicing and learning how to properly fly the damn thing. If you weren’t watchlisted before, you certainly are now (yeah I know, that’s gone too, sadly). There’s excitement every time you take her out for a spin, knowing just by logging in you're putting something of significance on the line, that even if you don’t **** up, there’s a chance something could go wrong and this loss wouldn’t be so easy to take on the chin. Then the powers that be start messing with the mechanics you’ve mastered. As if there aren’t 100 other things to occupy your attention, now you’re drawing lines in space. “Mr. Sulu, we’re going to fire torpedoes, but first can you please put the enemy ship On Screen and draw some lines and stuff up there, see if we can triangulate or something so the computer doesn’t have to do it. She’s busy counting backwards for some weird reason. Thank you, Sulu.”

My point is this: CCP has a terrible track record of nerfing things they don’t like rather than being creative and coming up with solutions that keep (mostly) everyone happy. From ship balancing to POS mechanics, they’ve never bothered to learn or embrace the most basic yet invaluable lessons of customer retention. If it’s broken, get it fixed promptly. If it ain’t broke, don’t “fix” it. Above all, keep the customer happy. Nobody cares if they nerf a frigate; the isk expense is negligible and training cost can be applied towards other things. It’s very different when the nerfed item is very expensive and/or requires very specialized training to fly. Eve’s allure is its complexity. Part of that complexity is working hard to afford and training for years to be able to fly certain things. You can’t expect players to be understanding when they’ve done all that work only to see their goal nerfed into the ground in favor of something else for which they now have to do it all over again.

Because “Legacy Code” and their own stubbornness, they’ve gone with the cheapest, easiest duct tape “fixes” for pretty much every problem they’ve encountered, figuring if players do get upset, they’ll get over it. And they do, but the catch is they gradually build up an intolerance. They start becoming more agitated and voicing displeasure to other players and on forums. The more changes affect the things you value the most and have spent the most time working towards (capitals!), the more each instance of this eats away at you. And if I’m wrong about that, I’m still right. Another lesson of customer retention: perception is reality.

It’s not difficult or expensive to approach things differently, especially if it keeps your customers happy. If they’ve got this really cool new line-drawing weapon they want to introduce into the game, great!! Add it to something. If there’s nothing existing they want to add it to, create a new something, but ffs don’t rework an existing something just to feature this new item. If AoE doomsdays were OP, figure out a way to balance it, but if don’t kill it off completely. After 13 years, CCP still hasn’t learned not to screw about with the stuff we really enjoy and worked very hard to obtain.

Do I regret playing the game? Absolutely not. All the usual reasons apply: corp/alliance friends turning into real life friends with outings, weddings, etc. Friends sometimes still turn and ask, "What's that game you play again?" I don't bother to correct them. It’s still a very exciting game. There’s no other community quite like it. But after deciding to let one account lapse and see how it went, each subsequent non-renewal became a little easier. Do I miss the game? I’m here, reading the news, keeping
Dirty Forum Alt
Forum Alts Anonymous
#405 - 2016-07-14 13:03:19 UTC
ll Kuray ll wrote:
Found this on another well known forum I visit and thought it was appropriate for this thread.
Quote:
-snip-

Not sure if it is 100% relevant to the thread, but it is relevant to me. I've actually cancelled my subscriptions myself, and am waiting for the timers to tick down. I shall cease to exist in approximately 2.5-3 more months unless something changes and CCP manages to change my mind.

As I've said before, my bittervet syndrome is beyond 5 - it has reached level 6. I'm actually going to quit the game finally I think...

(not over the state of wars - over the state of EVE in general - but that is a separate discussion and I won't go into it, nobody wants to hear me rant THAT much =P)

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

ll Kuray ll
Space Wolves ind.
Solyaris Chtonium
#406 - 2016-07-14 13:07:52 UTC  |  Edited by: ll Kuray ll
Dirty Forum Alt wrote:
ll Kuray ll wrote:
Found this on another well known forum I visit and thought it was appropriate for this thread.
Quote:
-snip-

Not sure if it is 100% relevant to the thread, but it is relevant to me. I've actually cancelled my subscriptions myself, and am waiting for the timers to tick down. I shall cease to exist in approximately 2.5-3 more months unless something changes and CCP manages to change my mind.

As I've said before, my bittervet syndrome is beyond 5 - it has reached level 6. I'm actually going to quit the game finally I think...

(not over the state of wars - over the state of EVE in general - but that is a separate discussion and I won't go into it, nobody wants to hear me rant THAT much =P)


I thought it relevant because it speaks to me about trying to find common ground to make everyone who signs into the game enjoy it. rather than the current state of affairs with war decs where some people have the perception the game is somehow special and it should be nasty and horrible.... deep down once all the "Eve is this", "I buy plex because ISK is so many $$ per hour" crap - its a game.

Also this:

Quote:
My point is this: CCP has a terrible track record of nerfing things they don’t like rather than being creative and coming up with solutions that keep (mostly) everyone happy. From ship balancing to POS mechanics, they’ve never bothered to learn or embrace the most basic yet invaluable lessons of customer retention. If it’s broken, get it fixed promptly. If it ain’t broke, don’t “fix” it. Above all, keep the customer happy. Nobody cares if they nerf a frigate; the isk expense is negligible and training cost can be applied towards other things. It’s very different when the nerfed item is very expensive and/or requires very specialized training to fly. Eve’s allure is its complexity. Part of that complexity is working hard to afford and training for years to be able to fly certain things. You can’t expect players to be understanding when they’ve done all that work only to see their goal nerfed into the ground in favor of something else for which they now have to do it all over again.


I've said on many occasions, balancing doesn't result in making things fun you just end up making things like Formula 1 where most people watch the start and the end and don't really care for what goes on in the middle. This analogy can be attached to most of Eve's content.
Dirty Forum Alt
Forum Alts Anonymous
#407 - 2016-07-14 13:45:22 UTC  |  Edited by: Dirty Forum Alt
ll Kuray ll wrote:
I thought it relevant because it speaks to me about trying to find common ground to make everyone who signs into the game enjoy it. rather than the current state of affairs with war decs where some people have the perception the game is somehow special and it should be nasty and horrible.... deep down once all the "Eve is this", "I buy plex because ISK is so many $$ per hour" crap - its a game.

I don't disagree with the sentiment that it is a game and should be fun for everyone - but the mentalities at work in high sec today are so wildly different and so deeply entrenched I don't see how you are ever going to find enough "common ground" to make war fun for both sides.


I mean I suppose CCP could implement a secret "safe" server and move all of the 100% anti-combat carebears onto it. They could remove all player combat from this server, so they would all be happy in their snuggly new home without any violence - and they could compete with each other to see who could crash market prices the hardest...Or maybe put in random NPC buy orders for everything so they could farm infinite isk just for fun?

Then on the current server CCP could just replace them all with identical NPC clones who log in when the player counterpart logs into the "safe" server, and just afk mine, afk mission, or autopilot around the trade hubs in haulers loaded with ore/loot. Throw in some NPC generated sell orders at slightly randomized prices based around current prices, and I bet the wardec community wouldn't even notice the difference for quite a while.

Yay, everybody gets what they want? Ugh


edit: Oh and the npc clones on the real server also need attached chat-bots to spew insults/threats when they die of course

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Geronimo McVain
The Scope
Gallente Federation
#408 - 2016-07-14 13:56:19 UTC
Dirty Forum Alt wrote:

Much as I hate to agree with Geronimo even to a tiny degree....Yeah, maybe the excessive killboard shaming of some groups is also a factor. Aside from the public killboards/etc I've seen a lot of corps really lay into their younger members for losses just using the internal corp kill records as well. Removing all records of kills might well encourage more new players to get out there and have some fun - but it would also infuriate 90+% of the EVE PvP Community, many of whom are inordinately proud of their killboards...quite possibly to the point of rioting or quitting... So it isn't really an option.

It's not that the killboard really has to go just the personal Information: Player x flying a Y killed a Titan in System Z. IMHO that's alle the information that needs to be public.
Who really cares for the destroyed loot, except for bragging or shaming. And who really needs the name of the defeated or the fitting? So there is no need to totally erase the killboard you just see the good things = kills.
The scrutiny of players in corps goes much too far anyway. And is someone only a good comrade if his killboard is all clean or can he be a good pal even if he's not some top l33t player? While you pay for your losses it's up to you if you loose a Carrier each week.
ll Kuray ll
Space Wolves ind.
Solyaris Chtonium
#409 - 2016-07-14 13:56:59 UTC  |  Edited by: ll Kuray ll
Dirty Forum Alt wrote:
ll Kuray ll wrote:
I thought it relevant because it speaks to me about trying to find common ground to make everyone who signs into the game enjoy it. rather than the current state of affairs with war decs where some people have the perception the game is somehow special and it should be nasty and horrible.... deep down once all the "Eve is this", "I buy plex because ISK is so many $$ per hour" crap - its a game.

I don't disagree with the sentiment that it is a game and should be fun for everyone - but the mentalities at work in high sec today are so wildly different and so deeply entrenched I don't see how you are ever going to find enough "common ground" to make war fun for both sides.


I mean I suppose CCP could implement a secret "safe" server and move all of the 100% anti-combat carebears onto it. They could remove all player combat from this server, so they would all be happy in their snuggly new home without any violence - and they could compete with each other to see who could crash market prices the hardest...Or maybe put in random NPC buy orders for everything so they could farm infinite isk just for fun?

Then on the current server CCP could just replace them all with identical NPC clones who log in when the player counterpart logs into the "safe" server, and just afk mine, afk mission, or autopilot around the trade hubs in haulers loaded with ore/loot. Throw in some NPC generated sell orders at slightly randomized prices based around current prices, and I bet the wardec community wouldn't even notice the difference for quite a while.

Yay, everybody gets what they want? Ugh


I think that's where there might be some confusion. Those that want to carebear in relative safety can do it in an NPC corp. I think the transition from NPC to a player own corp works and people understand the risk of doing that. This works. What doesn't work is once you make the jump to a player own corp and having your assets on show for merc and war deccers you can simply leave the corp and be relieved of the war.

This along with other things about the war dec mechanic is why it needs an overhaul. The page of text in my previous post was just to share an opinion that it's not a nerf in watch list that is required.
Dracvlad
Taishi Combine
Astral Alliance
#410 - 2016-07-14 13:58:41 UTC
Black Pedro wrote:
Dracvlad wrote:
I saw the Goons not even try to fight against the MBC over the PH Keepstar, and why was that. Because there was no fun it in and no chance of victory. Look at the change in null sec with smaller alliances holding sov, its not perfect, but its a lot better.
Exactly. Highsec wars are a microcosm of all the conflict in this game.

If you understand this why did you ask me to think about my statement to that effect?

Dracvlad wrote:
My suggestion was to create a point of weakness for the war dec entities that gives them back functionality that they have lost with the object of giving those weaker people something they can have some success with, and something that could cause them to grow better and take the fight in more fun for both sides way. Hisec war decs on hisec entities what there is of them is akin to baby seal clubbing. I am not suggesting this to have the ability to win, I am suggesting this to have a possibility to resist.
Why should they have a possibility to resist? The Goons had no chance. That is just how the game works - sometimes you are just outnumbered or outgunned and you can't win. Baby seals are meant to be clubbed, just like all the other seals in this game. When you form a corporation, you throw your hat into the ring and signal yourself ready-to-be-clubbed, and to be part of the greater struggle for power and glory in New Eden.

That said, I am all for additional things to fight over and some structure that aggressors want to use but is vulnerable seems like a good idea to do that. It would give the defenders something to counter-attack and force a fight and generate content. But the fact that does not exist now does not mean wars are broken or problematic. Wars just enable the core Eve game play to come to highsec in a slightly tempered manner. Even if such a structure existed, I believe most defenders would still assess themselves as too weak, either rightly or wrongly, or be too afraid of loss to fight back and just stay docked up. Today, many of the POCOs are owned by highsec mercenary groups yet they never seem to be counter-attacked by targets.

We will see though. New structures keep getting rolled out and some of them will find use eventually by mercenaries so wardec targets will get their chance to strike back. Will they take it though?


The key thing is to change perception on what people can do, I gave you the example of sov, because that is a change that worked. In terms of my suggestion its merely getting to a point that the defender has the means to resist if they have a bit more to them then the norm.

You talk about POCO's, well it depends, there is a market in POCO use, if the tax is too much they don't get used, if people start being silly they lose income. I am prepared to pay tax, but I refuse to pay silly tax. But I am not able to hold a POCO, so I don't bother. I found out some of the POCO owners being linked to certain WDE's, so it is an option, but they hide it quite well.

I think that this structure would have meaningful impact, and most evidently for those who blanket war dec, in other words more chance of picking on someone who like to shoot stuff.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

ll Kuray ll
Space Wolves ind.
Solyaris Chtonium
#411 - 2016-07-14 14:07:37 UTC  |  Edited by: ll Kuray ll
Geronimo McVain wrote:
Dirty Forum Alt wrote:

Much as I hate to agree with Geronimo even to a tiny degree....Yeah, maybe the excessive killboard shaming of some groups is also a factor. Aside from the public killboards/etc I've seen a lot of corps really lay into their younger members for losses just using the internal corp kill records as well. Removing all records of kills might well encourage more new players to get out there and have some fun - but it would also infuriate 90+% of the EVE PvP Community, many of whom are inordinately proud of their killboards...quite possibly to the point of rioting or quitting... So it isn't really an option.

It's not that the killboard really has to go just the personal Information: Player x flying a Y killed a Titan in System Z. IMHO that's alle the information that needs to be public.
Who really cares for the destroyed loot, except for bragging or shaming. And who really needs the name of the defeated or the fitting? So there is no need to totally erase the killboard you just see the good things = kills.
The scrutiny of players in corps goes much too far anyway. And is someone only a good comrade if his killboard is all clean or can he be a good pal even if he's not some top l33t player? While you pay for your losses it's up to you if you loose a Carrier each week.


Dude you totally spoke to my heart. Gamification is a topic true to my heart and Eve misses the point on many of what best-in-class looks like as well as the how the blueprint of great gamification is scaled.

killboards showing K/D ratio do not promote exciting engaging content. it does the complete opposite.

There is much to be said about the loot fairy and in my eyes it has to come down to ratio's. 1 on 1 fights should be rewards 100% loot and should dramatically reduce the more that are involved. It depends what CCP is after. It sounds like they have moved away from wanting the 300 vs 300 or the 1000 vs 1000 man fights and having studies gamification the best games out there concentrate on creating content that involved the small gangs, the 10 people contents. All these things about creating a 15k man alliances eventually make a game dull and boring.

Gamification is about goal, rules and objectives, being played out within conflict, cooperation and competition whilst receiving feedback, rewards, achievements. points and badges. Levels make the game harder but more enjoyable. Storytelling provide context. Failure and replayability and scoring.
Vincent Athena
Photosynth
#412 - 2016-07-14 18:37:13 UTC
Black Pedro wrote:
...........

Why should they have a possibility to resist?............

So they do something other than stay logged out for a week. Game mechanics that encourage players to not log in for a week are bad.

Know a Frozen fan? Check this out

Frozen fanfiction

Ralph King-Griffin
New Eden Tech Support
#413 - 2016-07-14 18:48:42 UTC
Vincent Athena wrote:
Black Pedro wrote:
...........

Why should they have a possibility to resist?............

So they do something other than stay logged out for a week. Game mechanics that encourage players to not log in for a week are bad.

mechanics don't do that, having a broken spirit does that.

bears can and do on occasion fight back, they sometimes win too.
not often ill grant to but it does happen.
Aaron
Eternal Frontier
#414 - 2016-07-14 20:17:32 UTC
The people who don't pvp may need to revise the decisions they made.

If the mechanics stay as they are the smaller entities who cant defend against larger entities may have to adapt and think about taking up arms. At the same time we could do with more alliances that take on non-pvp corps and teach them to pvp. Some years ago I took charge of the pvp for a small hi sec corp, cut a long story short I was able to direct four 20 day old toons into thorax's, we managed to take out a hurricane while ECM'ing a megathron, we could have stayed and destroyed the mega but we knew enemy reinforcements were inbound so we stood down. Fights like this are still possible, All of us have the ability to do things like this we've got to learn it and put it into practice. Unlock your pvp potential.

So, any player out there who does not want to pvp you must realise that you have been blessed with lots of skills if you know how to apply them, great pvp can be achieved if you work with other people and really embrace the role of being the hunted. Always give a dude a chance to show you about pvp, join their fleets and pay close attention. Never ever see yourself as cannon fodder, you are an integral part of the fleet because it would be more difficult to achieve the goal of winning without your input.

So please think outside the bubble, join an alliance that does defensive pvp learn everything you can and then teach it to someone else.

As an Eve player I know some of you play the game in a rigid fashion which may have been a factor in how we ended up here.

Fear no one, live life, be free, accept the truth, do not judge others, defend yourself, fight hard till the end, meditate on problems and be prosperous. Things to exist by. -- RAIN Arthie

Vincent Athena
Photosynth
#415 - 2016-07-14 20:19:14 UTC
Ralph King-Griffin wrote:
Vincent Athena wrote:
Black Pedro wrote:
...........

Why should they have a possibility to resist?............

So they do something other than stay logged out for a week. Game mechanics that encourage players to not log in for a week are bad.

mechanics don't do that, having a broken spirit does that.

bears can and do on occasion fight back, they sometimes win too.
not often ill grant to but it does happen.

The "broken spirit" is the result of game mechanics that make the "sometimes win" so incredibly infrequent, so fantastically rare, that they would rather play something more enjoyable. This is a game. If the players are not having fun, they go elsewhere.

Know a Frozen fan? Check this out

Frozen fanfiction

Kaldi Tsukaya
Deveron Shipyards and Technology
Citizen's Star Republic
#416 - 2016-07-14 20:53:55 UTC
Vincent Athena wrote:
Ralph King-Griffin wrote:
Vincent Athena wrote:
Black Pedro wrote:
...........

Why should they have a possibility to resist?............

So they do something other than stay logged out for a week. Game mechanics that encourage players to not log in for a week are bad.

mechanics don't do that, having a broken spirit does that.

bears can and do on occasion fight back, they sometimes win too.
not often ill grant to but it does happen.

The "broken spirit" is the result of game mechanics that make the "sometimes win" so incredibly infrequent, so fantastically rare, that they would rather play something more enjoyable. This is a game. If the players are not having fun, they go elsewhere.


A round of wardecs from 98% efficiency Merc groups will have that effect.

In this game, you either stay small (and off the radar) or join a large group with SRP. Growing out of a small corp is usually a death sentence.
Dirty Forum Alt
Forum Alts Anonymous
#417 - 2016-07-14 21:16:35 UTC  |  Edited by: Dirty Forum Alt
Kaldi Tsukaya wrote:
Vincent Athena wrote:
Ralph King-Griffin wrote:
Vincent Athena wrote:
Black Pedro wrote:
...........

Why should they have a possibility to resist?............

So they do something other than stay logged out for a week. Game mechanics that encourage players to not log in for a week are bad.

mechanics don't do that, having a broken spirit does that.

bears can and do on occasion fight back, they sometimes win too.
not often ill grant to but it does happen.

The "broken spirit" is the result of game mechanics that make the "sometimes win" so incredibly infrequent, so fantastically rare, that they would rather play something more enjoyable. This is a game. If the players are not having fun, they go elsewhere.


A round of wardecs from 98% efficiency Merc groups will have that effect.

In this game, you either stay small (and off the radar) or join a large group with SRP. Growing out of a small corp is usually a death sentence.

Half of those wardec spamming corps aren't even that good on a per-pilot basis...And even if they were most of them can barely scrape together 10 people on an average night, and they all camp the same gates. Any time you guys want to kill them all you have to do is pull together a couple hundred dirt cheap t1 frigates from among their thousands and thousands of people at war with them and go steamroll them.

If they stop camping gates? You win. If they don't? Kill them again...


But no no no, it is "hopeless" - *somebody else* needs to deal with it. Preferably CCP with another heavy-handed mechanics change, right? Roll

The dead swans lay in the stagnant pool. They lay. They rotted. They turned Around occasionally. Bits of flesh dropped off them from Time to time. And sank into the pool's mire. They also smelt a great deal.

Paula Nancy Millstone Jennings (Sussex)

Teckos Pech
Hogyoku
Goonswarm Federation
#418 - 2016-07-14 22:55:23 UTC
Geronimo McVain wrote:
Brokk Witgenstein wrote:

This risk averse nature is something both victims and wardeccers are guilty of; once upon a time we did indeed form up in T1, meta 4 battlecruisers because we were too scrubby to fly anything else... and do you know what these badazz mercs did? They docked up three days in a row, then dropped the wardec.

COME ON! Wasn't this why you wardec'ed us in the first place, I have to wonder? Didn't you want to fight?

Do we really need killboards? Exactly with name, date, loot etc? If you **** up with a ton of plex: Did it really happen when nobody knows? If you loose a fight did it really happen, for the whole of Eve, when just you and the winner know it? So will you be more eager to choose fights that you might loose if it's all over the killboard or if you can loose silently? Most people that play these games don't really give a **** if they loose a ship or two because they have the money to buy 20 new one in a blink but the hit on the killboard......

And the main problem with oppressive odds is just that there are not enough rules for wardeccs. Pay the price and that's it.
We need something like this: cooldown 8 weeks: target 1-5 toons or 1/2 of your corp max wardecc 1 Week, 10-20 or same size as your corp 2 weeks, 20-50 or less 200% of your corp 3 weeks everything else 4 weeks. So you have to change targets often if they can't really shoot back. The numbers may be high but decced corps don't have the same amount of PVP toons as Wardecc corps. This is just an idea based on the chance that the target has to fight back. The lower the chances the shorter the possible wardecc


I'm going to say this again. This game is not about having lots of rules it is about having a few simple rules and letting players create more complex outcomes. Basically emergence. The CCP devs think this way too. And yet you want to fundamentally change that by adding more rules.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#419 - 2016-07-14 22:59:17 UTC
Dracvlad wrote:
Black Pedro wrote:
Why should the target always have a chance to fight back?.


Think about that question...


Okay, I have, so?

This e-bushido nonsense is just that, nonsense.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#420 - 2016-07-14 23:05:06 UTC
Dracvlad wrote:
Black Pedro wrote:
Dracvlad wrote:
Black Pedro wrote:
Why should the target always have a chance to fight back?.


Think about that question...
I have. Why should every group in Eve always have a chance to successfully fight back against every other group? There is a huge variation in the size and strength of the groups in Eve ranging from the might of a full-fledged nullsec coalition, to the corporation of three real-life friends who joined the game last month to mine in highsec. How can you balance the game so that every group has a chance against any other group? You can't, not without completely throwing out the non-consensual sandbox element the game was founded on.

Fights between unequally matched sides are the norm in Eve, not the exception. Wardecs are no different. Many players seem to be unable to accept this reality of Eve and that wardecs are not some 'matchmaker' mechanic designed to produce 'gud fights' but rather just the mechanic by which the intended player-driven, sandbox gameplay can take place in highsec.

Take a step back and look at the big picture.


I did step back and look at the big picture.

I saw the Goons not even try to fight against the MBC over the PH Keepstar, and why was that. Because there was no fun it in and no chance of victory. Look at the change in null sec with smaller alliances holding sov, its not perfect, but its a lot better.


Was there a point to this non-sequitur?

Quote:
My suggestion was to create a point of weakness for the war dec entities that gives them back functionality that they have lost with the object of giving those weaker people something they can have some success with, and something that could cause them to grow better and take the fight in more fun for both sides way. Hisec war decs on hisec entities what there is of them is akin to baby seal clubbing. I am not suggesting this to have the ability to win, I am suggesting this to have a possibility to resist.


I don't think you are going to achieve that goal because the problem is not mechanics, but attitudes. A guy who simply logs in to run missions or mine or both is a guy who has zero interest in PvP. He won't even know the mechanics and has zero interest in learning the mechanics.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online