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War decs : not achieving objectives

Author
Arthur Aihaken
CODE.d
#81 - 2017-02-28 09:57:41 UTC
Watchlists needed to be changed. It's unfortunate that they've had a negative impact on high-sec warfare, but it was a lot of free intelligence for zero effort.

I am currently away, traveling through time and will be returning last week.

Omar Alharazaad
New Eden Tech Support
#82 - 2017-02-28 10:03:16 UTC
Yeah.
The watchlist wont be coming back, we've come to grips with that.
Locator agents could use a fix to make them useful again, that would help untangle the impact on warfare.
Right now there's very little reason to drop a quarter million on a locate.
Too bad, that was actually a considerable ISK sink from the war community. 50 mil for a week of war was nothing compared to 10-20 characters running 4 locates an hour for six to ten hours a day.
And that's just a fairly small crew in action, I can only imagine what the big groups were dropping.

Come hell or high water, this sick world will know I was here.

Hakawai
State War Academy
Caldari State
#83 - 2017-02-28 10:16:37 UTC
Omar Alharazaad wrote:
[...]
Human nature is what it is though, so most will run or hide, despite having overwhelming numbers. It's kind of too bad actually, because if they have that advantage and put the tools in their box to the best possible use they know of they could seriously bloody the nose of an aggressor. It's a judgement call ultimately.

Why should anyone participate in combat just for your entertainment?

They have nothing to gain by beating (or even engaging with) an aggressor. Their best move is avoidance.

The natural balance between "fighting for fun" and "not fighting because it's boring and pointless" is "wardecs as blackmail" for the aggressor, and avoidance for their target. Highsec would have to be very different for that to change.
Omar Alharazaad
New Eden Tech Support
#84 - 2017-02-28 10:35:04 UTC
Running and hiding are viable responses.
However if, for example, the war is a contract to disrupt the activities of a corp for X amount of time then it's a win for the aggressor with that response.

Strangely enough, confronting your aggressor stands a reasonable chance of cultivating their respect.
Something I expect a Space Vegan such as yourself would have difficulty understanding.

Come hell or high water, this sick world will know I was here.

Marcus Binchiette
Federal Vanguard
#85 - 2017-02-28 11:20:55 UTC
I still sticking by my three key suggestions:

1. Make the cost of wardec proportional to the ratio of cumulative skill points between the corps
2. Give Concord LP to defenders when they make a kill.
3. make cost of wardec proportional to the average security status of the defender.

Are there any reasons why these might not be good ideas?
Black Pedro
Mine.
#86 - 2017-02-28 11:46:48 UTC
Marcus Binchiette wrote:
I still sticking by my three key suggestions:

1. Make the cost of wardec proportional to the ratio of cumulative skill points between the corps
2. Give Concord LP to defenders when they make a kill.
3. make cost of wardec proportional to the average security status of the defender.

Are there any reasons why these might not be good ideas?


1. Game-able.
2. Game-able.
3. Game-able.

Players can currently hop from corp-to-corp, with near zero delay. Unless the members of each side are fixed somehow for the duration of a war, I don't see how you can use SP, numbers, security status or anything about a group to balance costs.

You also cannot reward people for wardeccing their alts and shooting them. Yes, perhaps part of the wardec fees could be a prize to fight over to prevent gaming the system completely, but I don't see how you can reward enough to get people to undock. People won't undock in effectively-free frigates and destroyers now, so I don't think a portion of wardec fees are going to be enough.
March rabbit
Aliastra
Gallente Federation
#87 - 2017-02-28 11:51:28 UTC
Black Pedro wrote:
Marcus Binchiette wrote:
I still sticking by my three key suggestions:

1. Make the cost of wardec proportional to the ratio of cumulative skill points between the corps
2. Give Concord LP to defenders when they make a kill.
3. make cost of wardec proportional to the average security status of the defender.

Are there any reasons why these might not be good ideas?


1. Game-able.
2. Game-able.
3. Game-able.

Players can currently hop from corp-to-corp, with near zero delay. Unless the members of each side are fixed somehow for the duration of a war, I don't see how you can use SP, numbers, security status or anything about a group to balance costs.

You also cannot reward people for wardeccing their alts and shooting them. Yes, perhaps part of the wardec fees could be a prize to fight over to prevent gaming the system completely, but I don't see how you can reward enough to get people to undock. People won't undock in effectively-free frigates and destroyers now, so I don't think a portion of wardec fees are going to be enough.

Sad but true.

The Mittani: "the inappropriate drunked joke"

Hakawai
State War Academy
Caldari State
#88 - 2017-02-28 12:00:52 UTC  |  Edited by: Hakawai
Omar Alharazaad wrote:
Running and hiding are viable responses.
However if, for example, the war is a contract to disrupt the activities of a corp for X amount of time then it's a win for the aggressor with that response.

Strangely enough, confronting your aggressor stands a reasonable chance of cultivating their respect.
Something I expect a Space Vegan such as yourself would have difficulty understanding.

According to earlier posts this is a fantasy scenario. The target will already have a cascade of alternative Corps which everyone will move to and continue their normal activities.

What makes you think someone who is using an avoidance strategy is interested in the respect of the aggressor? To them you're just low-level static with delusions of relevance.

And you can't ask CCP to change the sandbox to make yourself relevant either /lol. Doing so would expose a little too much of your true nature, so you're stuck with pretending to PvP, but always choosing targets you know won't fight back.
March rabbit
Aliastra
Gallente Federation
#89 - 2017-02-28 12:26:47 UTC
Omar Alharazaad wrote:

Strangely enough, confronting your aggressor stands a reasonable chance of cultivating their respect.
Something I expect a Space Vegan such as yourself would have difficulty understanding.

Strangely enough 'respect' is not something absolute. Its value is totally personal and heavily depends of whos respect is it.

Spending ISK, time and effort to 'achieve random high-sec aggressors respect' might be worthwhile for you but not for many.

You should understand that for many you (not you personally but 'high-sec merc groups') are not much different that NPC. Yes, you can disrupt activities (like high-sec incursions do to mission runners and miners, or 0.0 incursions disrupt jump-bridges) and you can kill (like incursion rats on 0.0 gates or drifters). But if person is prepared you as harmless as NPC.

The Mittani: "the inappropriate drunked joke"

Omar Alharazaad
New Eden Tech Support
#90 - 2017-02-28 12:58:34 UTC
Of course it's not absolute.
However, reputation in this game is a real thing, particularly in the circles who do violence to other players.
If you play for the long game, well, people are going to notice how you act over time and this can affect their responses to encountering you accordingly.
I get where you're coming from, really I do. I went from seven years of full carebear into the merc world with a few weeks of training and some quality reading (and instructional videos). It was.... an adjustment. I was scared shitless at first, to be frank.
I can't go back now. The hooks are set deep. This is now how I derive pleasure from the game.
However, I try to keep a mind on what was when I express how I feel about what is.

The scenario that you outlined was one of pve players doing it right. Preparation and awareness equals taking personal responsibility for personal safety. If a player or corp can mitigate the effects of a war to zero by these means then they are doing it right. You don't have to pew to pvp, if your objective is simply not to explode then every time that you do not when someone wants you to... you have won that pvp engagement. Honestly, in the case of those who fail to grasp the notion that evasion is a form of defense, just not being there when the enemy arrives is a victory.

Come hell or high water, this sick world will know I was here.

MadMuppet
Critical Mass Inc
#91 - 2017-02-28 14:17:58 UTC  |  Edited by: MadMuppet
Marcus Binchiette wrote:
I still sticking by my three key suggestions:

1. Make the cost of wardec proportional to the ratio of cumulative skill points between the corps
2. Give Concord LP to defenders when they make a kill.
3. make cost of wardec proportional to the average security status of the defender.

Are there any reasons why these might not be good ideas?


All bad, in my opinion, but point number 2 is the worst. If you have any illusions that this mechanic would not be abused to nothing but profit for two crops at war helping each other then you are either very new or very blind. Here is the exploitation of that concept.

Corp number one is the one that wants the Concord LP. They take an alt and build corp number two.

Corp number two declares war on corp number one, which makes corp number one the defender.

Now the two enemies meet in some quiet space (a mission pocket would be best, especially one that might require a gate key to keep out interlopers) Corp one kills the defenseless corp two ship and earns CONCORD LP. For the sake of speed having a third pilot on grid with an ship full of extra targets (meaning corp two 'combat ships') spits out another one and they go again.

If you would get LP for podding a pilot as well, then this would happen right out side a station with a clone bay, all day long.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Alderson Point
Federal Navy Academy
Gallente Federation
#92 - 2017-02-28 14:22:39 UTC
Shae Tadaruwa wrote:
Vincent Athena wrote:
Like all game mechanics, the objective of war decs is to have fun.

Where is this coming from?

I've never seen CCP define this as an objective of the wardec mechanics.



Well, being as it is a game, Isn't that somewhat important?

It certainly does not provide balance, It certainly doesn't encourage players to be in a corp, and It certainly doesn't encourage new players to join with others.

But It does provide easy killing of the inexperienced, by those who just want the ability to kill without too much effort.

I suppose those players will see it as successful, where everyone else sees it as irredeemably broken.

And recent history also seems to show, that those new players when continually wardecced just drift away and forget about EVE altogether. Does anyone seriously contend that THAT is the goal of the wardecc system?
Alderson Point
Federal Navy Academy
Gallente Federation
#93 - 2017-02-28 14:26:28 UTC
Vitalia Serine wrote:
This discussion should be made with the largest mercenaries in highsec and all others should stay silent. CCP... go to the source and don't pretend that apples should be speaking on behalf of oranges.



So you suggest that the "victims" just remain silent and allow the big boys to decide for them?

No thanks.
Amojin
Doomheim
#94 - 2017-02-28 14:27:50 UTC
Hakawai wrote:
[And you can't ask to change the sandbox to make yourself relevant either /lol. Doing so would expose a little too much of your true nature, so you're stuck with pretending to PvP, but always choosing targets you know won't fight back.


Pretty much, exactly this.

On a somewhat related question, how does the current economy of PLEX and injectors play into people's evaluation of the risk versus the potential payout? For example, while a lot of popular ships exhibit lower prices, due to the market being saturated with the popular pirate faction ships, it seems that the T1's have actually gone up. I haven't done any in-depth checking, since I've only been playing for about a year, though.

How much of EVE, right now, is actually financed, playerwise, with real money? If you want a big, expensive ship, how many of you have actually just bought a few PLEX and sold them to get a rapid influx of isk? I've done it a few times myself. Oh, I have to wait about 3 weeks for this skill to increase... Or, about 5 minutes, buy PLEX, sell PLEX, buy injectors. Skill completed...

Same thing with the ships - I don't think I'm the only one who has done this. So, basically, a wardec is asking me to risk real money, at least in some cases, when my fancy ship gets ganked. How many of you are so excited about war that you'll undock in anything greater than a T1 throw-away, 'for the love of the game?'

You may say you would, but I think most of you are gonna do it like me. This crap cost a lot of money, or at least some real money because I didn't want to grind away 8 hours/day for a week in real life, to get the isk... No, I'm not going to just let you pop it, thanks.'
Lucas Lucias
Taishi Combine
Astral Alliance
#95 - 2017-02-28 15:22:18 UTC  |  Edited by: Lucas Lucias
Alderson Point wrote:
Vitalia Serine wrote:
This discussion should be made with the largest mercenaries in highsec and all others should stay silent. CCP... go to the source and don't pretend that apples should be speaking on behalf of oranges.



So you suggest that the "victims" just remain silent and allow the big boys to decide for them?

No thanks.


I would second that, hisec is pretty much a dead area at this point, no point in killing it completely, we will get silly ideas like the one the OP came out with.

As I keep saying the mechanics are not the issue and are in themselves quite good, the issue is that hisec is not really a place for any real content any more, and is only worth visiting for the market hubs. Indy in hisec is at a massive disadvantage, mining too, PVE too, mission are mind numbing and incursions, uggggh. And people now start off in places like PH aned Brave. So hisec is dead. Tweaking the war dec system will do jack.
Amojin
Doomheim
#96 - 2017-02-28 15:33:09 UTC
Lucas Lucias wrote:

I would second that, hisec is pretty much a dead area at this point, no point in killing it completely, we will get silly ideas like the one the OP came out with..


Ok, how much 'content' do you people generate in null? From what I've seen, most of the 'content' generated in low and no security space is gate camping. I pop around using wh's to bypass most of those, and sit around cloaked and watching sometimes, to just see what all the appeal is. Big mining fleets go out, in null, at times. They are escorted with a bevy of combat ships, it's an entire operation. It's, arguably, SAFER than in 'hi-sec.' Sure, you could, potentially be attacked by a large group of enemies, but if so, it'll be an orderly withdrawal of expensive mining ships from the combat area.

Then what usually happens is that the cheapest ships, fighting just long enough to cover the withdrawal of their expensive assets, are, obviously, blown straight to hell. There usually then occurs a withdrawal of expensive combat ships that are not pinned down, saving their expensive arses, too.

So, for all that effort and time, and coordinated activity on the part of the attackers, what basically happened, is nothing.

Maybe life is not like these few engagements I've sat back and watched? Is this, then atypical of the 'player content?' You're pretty much restricted to what content you can generate, because all you can really do in this game is gather resources, build stuff with it, and then handily explode it.
Lucas Lucias
Taishi Combine
Astral Alliance
#97 - 2017-02-28 16:11:04 UTC
Amojin wrote:
Lucas Lucias wrote:

I would second that, hisec is pretty much a dead area at this point, no point in killing it completely, we will get silly ideas like the one the OP came out with..


Ok, how much 'content' do you people generate in null? From what I've seen, most of the 'content' generated in low and no security space is gate camping. I pop around using wh's to bypass most of those, and sit around cloaked and watching sometimes, to just see what all the appeal is. Big mining fleets go out, in null, at times. They are escorted with a bevy of combat ships, it's an entire operation. It's, arguably, SAFER than in 'hi-sec.' Sure, you could, potentially be attacked by a large group of enemies, but if so, it'll be an orderly withdrawal of expensive mining ships from the combat area.

Then what usually happens is that the cheapest ships, fighting just long enough to cover the withdrawal of their expensive assets, are, obviously, blown straight to hell. There usually then occurs a withdrawal of expensive combat ships that are not pinned down, saving their expensive arses, too.

So, for all that effort and time, and coordinated activity on the part of the attackers, what basically happened, is nothing.

Maybe life is not like these few engagements I've sat back and watched? Is this, then atypical of the 'player content?' You're pretty much restricted to what content you can generate, because all you can really do in this game is gather resources, build stuff with it, and then handily explode it.


Well I rather like the get in fleet and kill those coming to kill me, that is actually quite fun content, I am not really a roaming player but do partake to bond with others. I am interested in real strat ops and that is where I get my buzz. Also building and holding onto an area of space. Earlier the alliance my main is in chased off and killed som PL, sadly I did not get on the kills as I was out of range but it was fun.

Gate camps are seriously boring in my opinion, I have done it in the past, but only up until I get reported in intel then move to another spot, there are some places that are perfect for it.

The issue is it depends, in your prime time you can be pretty safe, outside of that its less safe and don't forget that there are some people who can totally dominate you in their TZ's.

Simplistically that is what the game is all about to develop your resources and ability to fight better and have more fun in the progress. The alliance I have joined is developing its abilities very nicely and is very strong in their main TZ

What you get from it really is a shared development of the entity you are in, which is even better if you get on well with the people you are with. And it is true that Eve is better with other players, with hisec there is no real groups working together to the same degree and that is why hisec is stale, and war decs are one of the reason for that as they are so desperate to shoot something that they go after anything that they think they can get a kill on, so most people keep their heads down.

I would talk about an alliance called Waltriepers, or something like that, they made a fight out of being evicted but here is the rub, because they did they earned respect, there was a damn big queue of people that wanted to come after them, and what you end up with is people whose idea of good fights are clean clinical winning and ramming their power down someones throat. Thankfully with the changes to jump fatigue that has reduced somewhat but it is still there, when the Goons invaded the space that the alliance I am in now defended, they just used 30 supers on each node making it impossible to fight it. That is the reality of it and there is always people like that in this game. Your objective is to set yourself up to be as impacted to as less a degree as possible. Which is why the asset safety is really good for smaller entities.

What I want to try again is medium sized fleet combat, I am not interested in the big lag fests, but medium sized combat with supers, carriers dreads and sub caps, about 250 in each fleet something like that and I am lucky enough to be able to play in the AU TZ if I want to for that content. I would not bother in terms of EU and US.

Does that help?
Akane Togenada
Doomheim
#98 - 2017-02-28 16:18:04 UTC
As a member of a Corp that does not dock up when war decced but also won´t make an effort to fight back any system that would force a defender to participate in fleet PvP to not suffer negative consequences would be horrible.

If it's possible to monitor the only thing a defending corp should have to do in such a system is to undock their ships and play the game. If this means moving out of high-sec and into low, null or wormhole space to get away from the attackers then that to me seems equally 'active' as to create fleets to fight back.
Amojin
Doomheim
#99 - 2017-02-28 16:21:53 UTC
To the degree that you shared a perspective I was not terribly familiar with, Lucas, yes, it helped. But in all honesty, I think the things you're talking about happen pretty rarely. In fact, I'm sure of it, just because of the cost of the massive battle you're talking about, for both sides.

You fairly well summed up the hi-sec philosophy, and my personal philosophy - minimize my losses, with the added caveat, of not becoming the same 'monster' that I hate. The people that swarm hi-sec are pretty desperate for any 'excitement,' yes, it seems so, but like I said, I've watched a few battles go down in null, nothing on the grand scale you speak of, certainly; I'd have loved to have a ring-side seat for that, but alas, I have not come across it.

What I have come across is this: People in null are usually prepared for a gank. That, alone, that single fact, makes the gank less likely to occur, and a hell of a lot more costly both to attack, and to defend. As a result, from what I have seen, null is pretty stale, sans a few spectacular events, very periodically. But, I don't know. I'm in a one man corp, since the CEO is one of my alts, and I'm still just trying to build up my skills, get my bpos researched, and build a base of skills where I can basically be mostly self sufficient.

Why? Because while I will work with a group, I don't have faith in a group. Not to the point where I'll commit all my assets and time, blindly, no.
Lucas Lucias
Taishi Combine
Astral Alliance
#100 - 2017-02-28 16:43:55 UTC
Amojin wrote:
To the degree that you shared a perspective I was not terribly familiar with, Lucas, yes, it helped. But in all honesty, I think the things you're talking about happen pretty rarely. In fact, I'm sure of it, just because of the cost of the massive battle you're talking about, for both sides.

You fairly well summed up the hi-sec philosophy, and my personal philosophy - minimize my losses, with the added caveat, of not becoming the same 'monster' that I hate. The people that swarm hi-sec are pretty desperate for any 'excitement,' yes, it seems so, but like I said, I've watched a few battles go down in null, nothing on the grand scale you speak of, certainly; I'd have loved to have a ring-side seat for that, but alas, I have not come across it.

What I have come across is this: People in null are usually prepared for a gank. That, alone, that single fact, makes the gank less likely to occur, and a hell of a lot more costly both to attack, and to defend. As a result, from what I have seen, null is pretty stale, sans a few spectacular events, very periodically. But, I don't know. I'm in a one man corp, since the CEO is one of my alts, and I'm still just trying to build up my skills, get my bpos researched, and build a base of skills where I can basically be mostly self sufficient.

Why? Because while I will work with a group, I don't have faith in a group. Not to the point where I'll commit all my assets and time, blindly, no.


One of the things you will note as the main difference between hisec and the other areas is the value of owning or controlling space, it is important, even low sec without sov has ownership through power projection.

There is something else, in lowsec and hisec the old rich players, especially hisec mercs have top class implants, you have to be a bit of a loser to lose expensive implants in hisec and lowsec, but in nullsec with bubbles it is a dead cert so people don't risk them that much, which makes combat in nullsec more even. This is important.

Well you sound pretty much like me to be honest, the key thing is that a good group in nullsec enables you to develop yourself and your asset base, see it as a means to that end while having fun and trying out different stuff. The key decision is to get something that matches your TZ so you do not have to alarm cloak or stay up really late causing life issues.

The alliance I joined got evicted from Delve by the Goons, then carved out some space in Catch and then the Goons aided Stain Wagon in evicting them, but they carved out some more space in Catch and made allies, at this point PL followed Brave and as bad luck would have it the area I am in is within BLOP's range of PL's staging area which means the most lazy game play possible, but I am used to this, personally I get a kick out of doing stuff when people try to stop me and making it difficult for them to catch me and I don't plex etc., all it means is that it takes longer to develop my shiny stuff, so what.

For me the fun part is to be difficult to kill unless I am looking for a fight, so I play a certain way, I could quite easily jump into a T1 BS and let this guy hot drop me for lol's, but the thing is feeding easy kills to people who want easy kills is going to get them waiting in line which is really the issue with hisec and to a degree with Eve as a game.