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Limit the amount of active War Decs for Alliances and Corps

Author
Nevyn Auscent
Broke Sauce
#81 - 2016-12-12 22:06:00 UTC
SurrenderMonkey wrote:


Explain what is so special about null sec that an intel channel is only possible there.

There's absolutely nothing mechanically special about null sec that enables the actions taken to keep it safe. It is purely a function of organization and teamwork.

It sounds like you want "high sec" to mean, "Safe to be AFK forever space," and that just isn't what it's for.

Neuts, Neuts, and oh, Neuts.
There is a reason nearly all of Null uses NBSI as their rule of thumb, something that is simply impossible in High security space to actually employ. Then there is the utter lack of ability to control space via bubbles & docking access.

So yes there are mechanically special things about null sec that enable the actions to keep it safe.

Note, this doesn't mean I see an issue with war decs, but it does mean I see significant issues with the lifecycle of high sec corps ignoring war decs. And how many stations are around (There are systems with 14!)
Teckos Pech
Hogyoku
Goonswarm Federation
#82 - 2016-12-12 22:08:15 UTC
Kami Lincoln wrote:
Daichi Yamato wrote:
Kami Lincoln wrote:


If high sec corps could employ even a fraction of the defensive measures used in null... they wouldn't be high sec corps. You're kind of helping prove my point.


Specifically what methods and why can't high sec corps use them?


Numbers primarily. Coordination, skill points, pvp experience, and in the case of many industry players, combat skills of any kind also play a significant role in the disadvantages many players have going up against the sheer size, experience and resources these blanket war decers have..

I'm kind of confused why so many people seem to think the current war dec system is fine? Marmite has like 127 active wars lol. I would think if even 1/4 of those corps even put up half a fight, they wouldn't need to dec another 90 corps and alliances.

My corp just joined a new alliance last week and over the last weekend we've picked up an additional 4 wars including Ish-Stars, Marmite, and Vendetta.


You should re-read the thread. I don't think you'll find anyone saying "the war dec system if fine." Most will say it is not fine, the problem of large numbers of active war decs is a symptom not the cause of the problem. Further, that trying to "fix the system" is problematic in that it has to to do with the outlooks of different subsets of the population.

Look at your first explanation as to why HS indy corps are at a disadvantage: coordination. That you cannot fix via mechanics. Seriously, this is your ball why not run with it? Tell us what changes to mechanics will "solve this problem"? The NS and wardec corps they've apparently solved it without a change to the mechanics, but go ahead and tell us what change will solve this problem?

Second your list skill points and PvP experience, again you cannot fix this (for the most part) via mechanics changes. If a player is making choices for both the SP he earns and the amount of PvP how will a change in the mechanics fix that? Same thing with combat skills (I am presuming you are talking about how to actually do PvP here and not combat related skill points). How would a change to mechanics address this?

In short, a sub group of players have made choices in the game that have put them on unequal footing...and that is a mechanics issue? I am just not seeing it. So lay it out for us....explain how the mechanics can be changed to solve that list of problems you have given?

"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
#83 - 2016-12-12 22:16:13 UTC
Nevyn Auscent wrote:
SurrenderMonkey wrote:


Explain what is so special about null sec that an intel channel is only possible there.

There's absolutely nothing mechanically special about null sec that enables the actions taken to keep it safe. It is purely a function of organization and teamwork.

It sounds like you want "high sec" to mean, "Safe to be AFK forever space," and that just isn't what it's for.

Neuts, Neuts, and oh, Neuts.
There is a reason nearly all of Null uses NBSI as their rule of thumb, something that is simply impossible in High security space to actually employ. Then there is the utter lack of ability to control space via bubbles & docking access.

So yes there are mechanically special things about null sec that enable the actions to keep it safe.

Note, this doesn't mean I see an issue with war decs, but it does mean I see significant issues with the lifecycle of high sec corps ignoring war decs. And how many stations are around (There are systems with 14!)


That's nice, but wrong.

Everyone is sent an eve mail when one corp declares war on another corporation. How come there is no prior preparation to minimize the issues such an event brings with it? Why are there no cache's of ships in an out of the way system with jump clones set there so people can go there quickly and get in combat capable ships? Why are there not organized fleets? Why did nobody go roaming through NS getting combat experience? Why are there no fleet doctrines? Why are so many players so poorly skilled when it comes to ship-to-ship combat? Why aren't these corporations and alliances setting up various means of communication?

There is nothing about HS that prevents any of this, but these things are rarely if ever done in HS.

"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

Nevyn Auscent
Broke Sauce
#84 - 2016-12-12 22:26:50 UTC
Teckos Pech wrote:


That's nice, but wrong.

Everyone is sent an eve mail when one corp declares war on another corporation. How come there is no prior preparation to minimize the issues such an event brings with it? Why are there no cache's of ships in an out of the way system with jump clones set there so people can go there quickly and get in combat capable ships? Why are there not organized fleets? Why did nobody go roaming through NS getting combat experience? Why are there no fleet doctrines? Why are so many players so poorly skilled when it comes to ship-to-ship combat? Why aren't these corporations and alliances setting up various means of communication?

There is nothing about HS that prevents any of this, but these things are rarely if ever done in HS.

Nice moving of the goalposts.
None of what you listed is impossible in highsec sure, but also none of what you listed is an answer to a single thing I listed.

There are special mechanics that enable Null sec to operate like it does. That's plain and simple facts. High Sec has different mechanics which call for different responses in some areas to fighting & risk, and which do pretty much invalidate things like intel channels.

But the main thing really nerfing high sec corps is, why bother to fight at all?
All the new structures are nerfed relative to Null sec, dramatically in the case of their defences. A L POS with guns has more fire-power than an XL Citadel in highsec does.
There are dozens of stations to a constellation, in some cases even a single system has 10+.
Between the cost to run a structure, the cost to replace it when it gets blown up, and the cost of PvP ships, it's often cheaper to just live out of a station. At which point the only care for a corp is mission tax evasion.

You have to fix the reasons to be in a corp in highsec before you can even start to look at war decs.
Teckos Pech
Hogyoku
Goonswarm Federation
#85 - 2016-12-12 22:47:46 UTC
Nevyn Auscent wrote:
Teckos Pech wrote:


That's nice, but wrong.

Everyone is sent an eve mail when one corp declares war on another corporation. How come there is no prior preparation to minimize the issues such an event brings with it? Why are there no cache's of ships in an out of the way system with jump clones set there so people can go there quickly and get in combat capable ships? Why are there not organized fleets? Why did nobody go roaming through NS getting combat experience? Why are there no fleet doctrines? Why are so many players so poorly skilled when it comes to ship-to-ship combat? Why aren't these corporations and alliances setting up various means of communication?

There is nothing about HS that prevents any of this, but these things are rarely if ever done in HS.

Nice moving of the goalposts.
None of what you listed is impossible in highsec sure, but also none of what you listed is an answer to a single thing I listed.

There are special mechanics that enable Null sec to operate like it does. That's plain and simple facts. High Sec has different mechanics which call for different responses in some areas to fighting & risk, and which do pretty much invalidate things like intel channels.

But the main thing really nerfing high sec corps is, why bother to fight at all?
All the new structures are nerfed relative to Null sec, dramatically in the case of their defences. A L POS with guns has more fire-power than an XL Citadel in highsec does.
There are dozens of stations to a constellation, in some cases even a single system has 10+.
Between the cost to run a structure, the cost to replace it when it gets blown up, and the cost of PvP ships, it's often cheaper to just live out of a station. At which point the only care for a corp is mission tax evasion.

You have to fix the reasons to be in a corp in highsec before you can even start to look at war decs.


We are in danger of talking past each other and veering off into an irrelevant discussion.

Sure, bubbles can help on lock down a system, but without the team work, coordination, and so forth they are essentially meaningless. The real issue here is how players behave. In NS it is pretty much a given that you will work with your corp/alliance/coalition members to achieve a goal. That is almost entirely missing from a great many HS corporations. The problems are not bubbles or the lack thereof…after all the war targets do not have bubbles either, and bubbles can be used defensively and offensively. After all, when people go on roams they’ll bring a dictor or hictor or even several.

The real problem is the people. If HS corporations will not do even the most basic things that can help them deal with a war dec then there is no point in having a discussion of mechanics. It isn’t just putting the cart before the horse, it is putting the horse in the cart and then trying to push it down the road sideways.

The OP and some of the people in this thread have things totally upside down. They think that there is a problem with mechanics when the real issue are players behavior and their views of the game. This is a game where players are going to interact with each other. Both via cooperation but also via competition. And it should be blatantly obvious that when one group of players has better cooperation then they’ll have a competitive advantage over other player groups that do not. The reason we keep seeing threads like this (and they span all sorts of activities in game such as AFK cloaking, freighter ganking, war decs, etc.) is that some groups of players do not cooperate well together and they want CCP to somehow fix that problem for them.

However, that is impossible in a sandbox game. Whatever changes are implemented are available not just to those who do not or refuse to cooperate…they will be available to those who do cooperate and chances are since they already have a competitive advantage because of cooperation they will almost surely retain that advantage.

"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

Kami Lincoln
Ministry of War
Amarr Empire
#86 - 2016-12-12 22:48:02 UTC
Teckos Pech wrote:
Kami Lincoln wrote:
Daichi Yamato wrote:
Kami Lincoln wrote:


If high sec corps could employ even a fraction of the defensive measures used in null... they wouldn't be high sec corps. You're kind of helping prove my point.


Specifically what methods and why can't high sec corps use them?


Numbers primarily. Coordination, skill points, pvp experience, and in the case of many industry players, combat skills of any kind also play a significant role in the disadvantages many players have going up against the sheer size, experience and resources these blanket war decers have..

I'm kind of confused why so many people seem to think the current war dec system is fine? Marmite has like 127 active wars lol. I would think if even 1/4 of those corps even put up half a fight, they wouldn't need to dec another 90 corps and alliances.

My corp just joined a new alliance last week and over the last weekend we've picked up an additional 4 wars including Ish-Stars, Marmite, and Vendetta.


You should re-read the thread. I don't think you'll find anyone saying "the war dec system if fine." Most will say it is not fine, the problem of large numbers of active war decs is a symptom not the cause of the problem. Further, that trying to "fix the system" is problematic in that it has to to do with the outlooks of different subsets of the population.

Look at your first explanation as to why HS indy corps are at a disadvantage: coordination. That you cannot fix via mechanics. Seriously, this is your ball why not run with it? Tell us what changes to mechanics will "solve this problem"? The NS and wardec corps they've apparently solved it without a change to the mechanics, but go ahead and tell us what change will solve this problem?

Second your list skill points and PvP experience, again you cannot fix this (for the most part) via mechanics changes. If a player is making choices for both the SP he earns and the amount of PvP how will a change in the mechanics fix that? Same thing with combat skills (I am presuming you are talking about how to actually do PvP here and not combat related skill points). How would a change to mechanics address this?

In short, a sub group of players have made choices in the game that have put them on unequal footing...and that is a mechanics issue? I am just not seeing it. So lay it out for us....explain how the mechanics can be changed to solve that list of problems you have given?


So a game that advertises that you can be or do anything that you want is really just a pvp game and if you thought otherwise you should go play something else. You could have just said to begin with.
Teckos Pech
Hogyoku
Goonswarm Federation
#87 - 2016-12-12 22:52:42 UTC
Kami Lincoln wrote:
Teckos Pech wrote:
Kami Lincoln wrote:
Daichi Yamato wrote:
Kami Lincoln wrote:


If high sec corps could employ even a fraction of the defensive measures used in null... they wouldn't be high sec corps. You're kind of helping prove my point.


Specifically what methods and why can't high sec corps use them?


Numbers primarily. Coordination, skill points, pvp experience, and in the case of many industry players, combat skills of any kind also play a significant role in the disadvantages many players have going up against the sheer size, experience and resources these blanket war decers have..

I'm kind of confused why so many people seem to think the current war dec system is fine? Marmite has like 127 active wars lol. I would think if even 1/4 of those corps even put up half a fight, they wouldn't need to dec another 90 corps and alliances.

My corp just joined a new alliance last week and over the last weekend we've picked up an additional 4 wars including Ish-Stars, Marmite, and Vendetta.


You should re-read the thread. I don't think you'll find anyone saying "the war dec system if fine." Most will say it is not fine, the problem of large numbers of active war decs is a symptom not the cause of the problem. Further, that trying to "fix the system" is problematic in that it has to to do with the outlooks of different subsets of the population.

Look at your first explanation as to why HS indy corps are at a disadvantage: coordination. That you cannot fix via mechanics. Seriously, this is your ball why not run with it? Tell us what changes to mechanics will "solve this problem"? The NS and wardec corps they've apparently solved it without a change to the mechanics, but go ahead and tell us what change will solve this problem?

Second your list skill points and PvP experience, again you cannot fix this (for the most part) via mechanics changes. If a player is making choices for both the SP he earns and the amount of PvP how will a change in the mechanics fix that? Same thing with combat skills (I am presuming you are talking about how to actually do PvP here and not combat related skill points). How would a change to mechanics address this?

In short, a sub group of players have made choices in the game that have put them on unequal footing...and that is a mechanics issue? I am just not seeing it. So lay it out for us....explain how the mechanics can be changed to solve that list of problems you have given?


So a game that advertises that you can be or do anything that you want is really just a pvp game and if you thought otherwise you should go play something else. You could have just said to begin with.


Or you could go read some of Jonah's posts. He is somebody who lives in HS and AFAIK does not run around doing lots of ship-to-ship combat. However, he also realizes that there are those that do, and that you cannot completely insulate yourself from those players. So you either learn how to deal with them or you quit. That's it. Those are your choices. Jonah has chosen to adapt...sounds like you are going to quit.

"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

Nevyn Auscent
Broke Sauce
#88 - 2016-12-12 23:04:49 UTC
Teckos Pech wrote:

The OP and some of the people in this thread have things totally upside down. They think that there is a problem with mechanics when the real issue are players behavior and their views of the game.

I have to disagree with there not being a problem with the mechanics (Though agree that the OP & others have things upside down). Though I think we agree when it comes to the OP & needing co-operation.
The problem is High Sec most of the time you are mechanically punished by co-operating, and when you aren't punished you are pretty much given zero or minimal reward for it. A high sec where co-operation is much more rewarded will create a much healthier group of players who deal much better with things.

Take for example the elephant in the woods everyone loves to hate, incursions. These are a perfect example of a mechanic where co-operation was rewarded, and strong resilient communities grew around it as a result. (We can argue over balance of the income later, but the general principle remains the same regardless).

Hence why I'm going to continue my calls to reduce high sec station numbers by 90%. Systems without a Capsuleer accessible station should become the rule, not the rare exception. Reducing station numbers by 90% should still leave a docking location every 2-4 systems in high sec, which to me is plenty.
And to give High Sec Citadels/EC's/Etc the same bonuses as Null (& obviously low get this as well). It may seem weird, but they are at risk constantly, have weaker defences due to no bombs which are the best anti sub cap defence, no PDS to deal with drones, and nothing stops any null group rolling in with their sub cap fleets if they really get annoyed enough at a high sec group. POS were weaker because they could dodge wardecs meaning they weren't at the same risk.

At that point you have significant rewards for forming an organisation, and rewards for fighting, because you can be forced out of a system, or even a small area, if you don't defend your Citadels/EC's/All the others.
And you do have control over the docking, because there are no stations in your system (Unless you build in one with a station in which case you made a choice that was easy to avoid).
And therefore you will get corps growing and organising because it's not a waste of time.

Then you get all the rest of the stuff you talked about happening as a natural evolution of the good corps in high sec.
Jonah Gravenstein
Machiavellian Space Bastards
#89 - 2016-12-12 23:16:09 UTC  |  Edited by: Jonah Gravenstein
Teckos Pech wrote:
Or you could go read some of Jonah's posts. He is somebody who lives in HS and AFAIK does not run around doing lots of ship-to-ship combat. However, he also realizes that there are those that do, and that you cannot completely insulate yourself from those players. So you either learn how to deal with them or you quit. That's it. Those are your choices. Jonah has chosen to adapt...sounds like you are going to quit.
7 years playing, maybe 6-10 ship to ship PvP incidents on my original character and an alt; 3 of which were very educational suicide ganks I did with CODE.

Nothing else since the bears and newbies of the Holy Arumbian Empire gave PIRAT a run for their money with some help with tactics and leadership from experienced PvPers.

I do have an advantage over the average carebear though, I spent the first 2 years of my life in Eve farming c3's and and honing a key survival skill... paranoia Shocked

In the beginning there was nothing, which exploded.

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Feyd's Survival Pack

Kami Lincoln
Ministry of War
Amarr Empire
#90 - 2016-12-12 23:28:53 UTC
I've been here a decade, I'm not going anywhere. But I have noticed patterns, and while EVE isn't for everyone, ive seen allot of people get "griefed" out of the game, primarily industry players. Especially the last couple of years. CCP doesn't consider it griefing, but they are losing subs because if people don't want to pvp, they're not going to pvp. Add that to what Nevyn mentioned about hi sec corps becoming more and more pointless it's breaking down the social aspect of the game for a large number of paying subscribers. Just in my corp alone, since our war decs started rolling in, couple miners started training combat skills, but most of the industry players just haven't logged on in over a week.

Do you think the game is sustainable? The more people leaving, the more people in starter corps, the less people to war dec, the more remaining corps get blanket dec'ed, the more quit or join starter corps, the less people to war dec.
Jonah Gravenstein
Machiavellian Space Bastards
#91 - 2016-12-12 23:49:31 UTC
Kami Lincoln wrote:
I've been here a decade, I'm not going anywhere. But I have noticed patterns, and while EVE isn't for everyone, ive seen allot of people get "griefed" out of the game, primarily industry players. Especially the last couple of years. CCP doesn't consider it griefing, but they are losing subs because if people don't want to pvp, they're not going to pvp. Add that to what Nevyn mentioned about hi sec corps becoming more and more pointless it's breaking down the social aspect of the game for a large number of paying subscribers. Just in my corp alone, since our war decs started rolling in, couple miners started training combat skills, but most of the industry players just haven't logged on in over a week.

Do you think the game is sustainable? The more people leaving, the more people in starter corps, the less people to war dec, the more remaining corps get blanket dec'ed, the more quit or join starter corps, the less people to war dec.
Why are people who don't want to PvP playing a PvP game?

Due to the nature and architecture of the game you're competing with everybody else on TQ, whether you like it or not, thus it is a PvP game.

In the beginning there was nothing, which exploded.

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chaosgrimm
Synth Tech
#92 - 2016-12-13 00:10:51 UTC  |  Edited by: chaosgrimm
Jonah Gravenstein wrote:

chaosgrimm wrote:
I think we may have gotten off on the wrong foot or I may have been a bit unclear with my follow-up concerns.

Highsec indy corps with any notoriety are at a disadvantage when using CCP provided tools for corp management.
^ that much we seem to agree on. I don't think anyone would recommend a corp like red frog use corps in the traditional sense.
Of course, many are recommending alternatives to the corp tools.

My question is: what is the justification in sustaining this disadvantage of in-game corp management tools?
The corp management tools are universal, everybody gets the exact same tools.

With that in mind, please explain how having access to the exact same tools as everybody else is a disadvantage for an industry corp?


The penalties tied to using those tools are much more detrimental to highsec industry corporations.

I gave the example of Red Frog above. It would be unwise for them to keep their freighter pilots in corp due to wardecs, correct? You're not winning fleet battles with freighters. These tools are not nearly as accessible to highsec indy corps.
Jonah Gravenstein
Machiavellian Space Bastards
#93 - 2016-12-13 00:33:02 UTC  |  Edited by: Jonah Gravenstein
chaosgrimm wrote:
The penalties tied to using those tools are much more detrimental to highsec industry corporations.
Wat™?

If you don't like the ingame tools, use 3rd party tools; as was pointed out earlier in the thread the 3rd party ones are generally better anyway and don't come with whatever imaginary penalties the ingame ones have.

Quote:
I gave the example of Red Frog above. It would be unwise for them to keep their freighter pilots in corp due to wardecs, correct?
Correct, they couldn't operate as well if their haulers were in corp, a smart move on their part and an example of adaption to the environment.

Quote:
You're not winning fleet battles with freighters
Ever heard of supply lines?

Quote:
These tools are not nearly as accessible to highsec indy corps.
Yet many hisec industrial corps, and the likes of RF, manage just fine with using the ingame tools and/or 3rd party tools; especially the ones that see the conflict around them as a ready market for their wares or services.

TL;DR Use all of the tools that are available, or get consumed by those that do.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

chaosgrimm
Synth Tech
#94 - 2016-12-13 00:39:18 UTC
Jonah Gravenstein wrote:
Yet many hisec industrial corps, including the likes of RF, manage just fine with using the ingame tools and/or 3rd party tools

Mechanics do not need to be considered impossible to be considered unbalanced.

What is the justification in keeping this disadvantage present in the game? As you said earlier these tools are meant to be universal (as they are in just about every other mmo for that matter)
Teckos Pech
Hogyoku
Goonswarm Federation
#95 - 2016-12-13 00:59:02 UTC
chaosgrimm wrote:
Jonah Gravenstein wrote:

chaosgrimm wrote:
I think we may have gotten off on the wrong foot or I may have been a bit unclear with my follow-up concerns.

Highsec indy corps with any notoriety are at a disadvantage when using CCP provided tools for corp management.
^ that much we seem to agree on. I don't think anyone would recommend a corp like red frog use corps in the traditional sense.
Of course, many are recommending alternatives to the corp tools.

My question is: what is the justification in sustaining this disadvantage of in-game corp management tools?
The corp management tools are universal, everybody gets the exact same tools.

With that in mind, please explain how having access to the exact same tools as everybody else is a disadvantage for an industry corp?


The penalties tied to using those tools are much more detrimental to highsec industry corporations.

I gave the example of Red Frog above. It would be unwise for them to keep their freighter pilots in corp due to wardecs, correct? You're not winning fleet battles with freighters. These tools are not nearly as accessible to highsec indy corps.


There are no penalties to using the tools. The tools are not causing the war decs.

"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

chaosgrimm
Synth Tech
#96 - 2016-12-13 03:21:10 UTC  |  Edited by: chaosgrimm
Teckos Pech wrote:

There are no penalties to using the tools. The tools are not causing the war decs.

Correct, the penalty occurs when using the tools in conjuction with a corp full of indy toons i.e. low risk, high reward targets.
How could a corporation such as red frog put their freighter pilots in corp and not be wardec'd?
It's unavoidable, and they will not win any dec in a fleet of freighters.

So they take the practical route and just keep their freighters out of corp and an alt in corp, which is a penalty in its own right.



Look at it the other way:
Let's assume that a "hypothetical and perfectly designed system" was in place that only pure industry highsec corps could take advantage of, which prevented them from being wardec'd.

What impact would this hypothetical system have? You cant wardec red frog's freighters now, you wouldnt be able to wardec them after. The only difference is that they now have unfettered access to the in-game tools other corps can currently take full advantage of.

This is why I argue it is a design flaw. The only difference in the above scenario is that the corp gets the option to use corp tools on the same level as everyone else.
SurrenderMonkey
State Protectorate
Caldari State
#97 - 2016-12-13 03:43:26 UTC  |  Edited by: SurrenderMonkey
chaosgrimm wrote:
Teckos Pech wrote:

There are no penalties to using the tools. The tools are not causing the war decs.

Correct, the penalty occurs when using the tools in conjuction with a corp full of indy toons i.e. low risk, high reward targets.
How could a corporation such as red frog put their freighter pilots in corp and not be wardec'd?


The hell does that have to do with comm tools?

And pretty much nobody with a room-temperature IQ puts their freighters in their main corp, including null alliances, for a variety of reasons that have nothing to do with wars.

Like I want anyone to be able to see exactly when I'm sitting in a JF. Roll Ironically, good opsec specifically demands thwarting some of the in-game tools you think are such a boon. The fact that larger alliances are generally perma-decced is just one of many reasons it's a good idea to NPC or alt-corp freighter pilots.

As an aside, when did this nonsensical conflation of "indy" and hauling begin? As an industrialist player, I couldn't tell you the last time I hauled any of my own crap more than a jump or two through high-sec.

Space truckers are space truckers, not "indy" players.

"Help, I'm bored with missions!"

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

Iain Cariaba
#98 - 2016-12-13 04:01:52 UTC
chaosgrimm wrote:
Teckos Pech wrote:

There are no penalties to using the tools. The tools are not causing the war decs.

Correct, the penalty occurs when using the tools in conjuction with a corp full of indy toons i.e. low risk, high reward targets.

Kindly explain to us why low risk, high reward targets should no longer be viable targets.
Kami Lincoln
Ministry of War
Amarr Empire
#99 - 2016-12-13 04:22:27 UTC
Iain Cariaba wrote:
chaosgrimm wrote:
Teckos Pech wrote:

There are no penalties to using the tools. The tools are not causing the war decs.

Correct, the penalty occurs when using the tools in conjuction with a corp full of indy toons i.e. low risk, high reward targets.

Kindly explain to us why low risk, high reward targets should no longer be viable targets.


Low risk high reward hahahaha. Sure the risk is low, which is why you flaunt about in expensive shiny ships like a peacock in heat - safe from any real pvp, but I fail to see how mining barges, industrials and t1 frigate are "high reward". All it does is pad your killboards and make you look like a tool.
PopeUrban
El Expedicion
Flames of Exile
#100 - 2016-12-13 04:45:33 UTC
Sooo, we're at 5 pages on yet another wardec thread.

Yet somehow nobody ever changes their mind about anything, everyone involved has semi-valid points that are too tainted with personal bias to have an objective discussion, and it has devolved in to an exercise in semantics and **** slinging that encourages CCP to completely ignore the topic altogether since there's not a clear majority to appease with any changes.

If it weren't for the gambling ban I'd start a pool on how many pages this gets to before a lock for being unproductive.