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How many more players must we lose to bullying

First post
Author
Ralph King-Griffin
New Eden Tech Support
#181 - 2017-03-30 00:59:59 UTC
Soel Reit wrote:
Ralph King-Griffin wrote:
Lads ,
Why are we still pissing into the wind on this one?
We settled this on the first page.


the right question is:
in the wind same direction... or upwind...? Shocked

well i did say into now didnt i
Elenahina
Federal Navy Academy
Gallente Federation
#182 - 2017-03-30 01:02:56 UTC
Ralph King-Griffin wrote:
Soel Reit wrote:
Ralph King-Griffin wrote:
Lads ,
Why are we still pissing into the wind on this one?
We settled this on the first page.


the right question is:
in the wind same direction... or upwind...? Shocked

well i did say into now didnt i


You assume people understand English, Ralph. Hell, I'm native and I still don't understand half of it. :D

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Soel Reit
The Scope
Gallente Federation
#183 - 2017-03-30 01:05:55 UTC
sorry boiz, english is not for me actually.
i prefer ENGLANDO Cool
Kaely Tanniss
Black Lotus Society.
#184 - 2017-03-30 01:32:51 UTC
Ralph King-Griffin wrote:
Soel Reit wrote:
Ralph King-Griffin wrote:
Lads ,
Why are we still pissing into the wind on this one?
We settled this on the first page.


the right question is:
in the wind same direction... or upwind...? Shocked

well i did say into now didnt i


I've never had the pleasure of pissing into the wind..it just doesn't quite work out right for me Blink

If I had a nickel for every time someone said women don't play eve, I'd have a bag of nickels to whack the next person who said it..

Loutro Fift
Hoplite Brigade
Ushra'Khan
#185 - 2017-03-30 01:45:42 UTC
DRDNOUGHT wrote:
The PVP guys have many ways they can practise their art without bullying the Care Bears and new guys, Low Sec and Null where designed with them in mind.


Assuming that is true...why play by the rules?
Ralph King-Griffin
New Eden Tech Support
#186 - 2017-03-30 01:56:24 UTC  |  Edited by: Ralph King-Griffin
Kaely Tanniss wrote:
Ralph King-Griffin wrote:
Soel Reit wrote:
Ralph King-Griffin wrote:
Lads ,
Why are we still pissing into the wind on this one?
We settled this on the first page.


the right question is:
in the wind same direction... or upwind...? Shocked

well i did say into now didnt i


I've never had the pleasure of pissing into the wind..it just doesn't quite work out right for me Blink

leson #1 of having a penis : don't **** into the wind

edit: lolswearfilter
Kaely Tanniss
Black Lotus Society.
#187 - 2017-03-30 02:23:06 UTC  |  Edited by: Kaely Tanniss
Ralph King-Griffin wrote:

leson #1 of having a penis : don't **** into the wind

edit: lolswearfilter


LOL..good advice I suppose Lol

Loutro Fift wrote:
[quote=DRDNOUGHT]The PVP guys have many ways they can practise their art without bullying the Care Bears and new guys, Low Sec and Null where designed with them in mind.


How do you figure it's "bullying"? Please..do tell..Roll

If I had a nickel for every time someone said women don't play eve, I'd have a bag of nickels to whack the next person who said it..

Ima Wreckyou
The Conference Elite
Safety.
#188 - 2017-03-30 03:31:24 UTC
Mr Mieyli wrote:
Ima Wreckyou wrote:

So I can shoot your structure but you can't shoot me shooting your structure? Good game design


I can shoot you back, if you attacking my structure gives me a limited engagement.

I was referring to some possible defence fleet who is defending the structure, which is usually what you want if a fleet is attacking your stuff, and not just the guy "piloting" the structure.
Dom Arkaral
Bannheim
Cuttlefish Collective
#189 - 2017-03-30 03:32:41 UTC
Sorry I'm late

1-Miner calm down
2-EVE is a game about spaceships shooting spaceships
3-I love Ralph (no homo... okay maybe a little)
4-HTFU
5-???
6-Profit?!

P.s. i didn't bother reading the last oh-so-many pages because it's always the same... literally (except those **** in the wind ones, you gotta pee with it, not against it Ralph Blink)

Tear Gatherer. Quebecker. Has no Honer. Salt Harvester.

Broadcast 4 Reps -- YOU ARE NOT ALONE, EVER

Instigator of the First ISD Thunderdome

CCL Loyalist

Ima Wreckyou
The Conference Elite
Safety.
#190 - 2017-03-30 04:00:51 UTC
DeMichael Crimson wrote:
The fact that they based 15 day old players as the research age is not a good reference point to use in validating or disproving any theories about player retention due to being killed early in the game. As I said earlier, most of those new players are either still doing the Career Agents or doing the Level 1 SoE Epic Arc and haven't really ventured out into the Eve Universe.

The main point of that test was to appraise how well the NPE was doing and to validate their work on making it better. The fact that they tried to involve ganking in it and to cite that getting killed early is the reason new players stay subbed is the BS propaganda. Like I said, 15 day old characters is not a good reference point when according to CCP a new player is someone who is 30 days old or younger.

They only included ganking in that study because it regularly comes up on the forums and elsewhere where people just assert out of thin air that ganking or wardecking is the main reason new players quit. Rise tried to find out why or why not people who play the trial subscribe. If the sentiment of so many players is that ganking has a big influence on that then it is obviously a good idea to try to figure out if there is some merit to that hypothesis.

Turns out there isn't and as we said for many years, if the carebears cry for more protection for new players they actually cry for more protection for themselves. New players don't have an issue with all that, since they still see EVE as a game and in games sometimes you lose stuff, that is pretty natural.

Also you seam to completely ignore the part where he mentioned that only <1% of people who quit the game in the survey they get if they unsubscribe about why they quit the game mention ship loss as a reason. That is pretty significant and this is actually for ALL players and not for < 15 days, since they are not subscribed.

So there may be a few people who quit because they are not comfortable losing ships, which in EVE online is actually something like a "consumable" in other games which is supposed to explode at one point. On the other hand there are 99% which quit out of completely different reasons and if people are concerned about people quitting that is the group they should probably focus their attention on and not the vocal crybabies who can't handle the game and project their shortcomings on everyone else.
DeMichael Crimson wrote:

CCP isn't going to publish any research info that shows most new players quit due to being ganked. That's bad business and bad press which would turn a lot of potential customers away from even trying the trial. More than likely they continued working the numbers until they found favorable stats instead of having to admit there may be a problem..

Course we will never know for sure since the test wasn't done by a neutral 3rd party and more importantly, they used the wrong age parameters as a base for the research.

You are basically the anti-vaxxer guy of EVE online. What possible study could they present that will change your opinion? You are obviously very biased in your views and no matter how many facts they bring to the table you will immediately call BS because it goes against your established believe.

But don't worry, I don't try to convince you, I know perfectly well you don't have the intellectual honesty to admit you where wrong. All this discussions are basically to show other people who read it the complete disconnection of the carebear population with the realities of the game and their obvious intellectual dishonesty, which you perfectly demonstrated once again.
Mr Mieyli
Doomheim
#191 - 2017-03-30 04:07:43 UTC
Ima Wreckyou wrote:
Mr Mieyli wrote:
Ima Wreckyou wrote:

So I can shoot your structure but you can't shoot me shooting your structure? Good game design


I can shoot you back, if you attacking my structure gives me a limited engagement.

I was referring to some possible defence fleet who is defending the structure, which is usually what you want if a fleet is attacking your stuff, and not just the guy "piloting" the structure.


Structure is corp owned asset, so attacking it gives a limited engagement vs the entire defending corp.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

Ima Wreckyou
The Conference Elite
Safety.
#192 - 2017-03-30 04:23:17 UTC
Mr Mieyli wrote:
Ima Wreckyou wrote:
Mr Mieyli wrote:
Ima Wreckyou wrote:

So I can shoot your structure but you can't shoot me shooting your structure? Good game design


I can shoot you back, if you attacking my structure gives me a limited engagement.

I was referring to some possible defence fleet who is defending the structure, which is usually what you want if a fleet is attacking your stuff, and not just the guy "piloting" the structure.


Structure is corp owned asset, so attacking it gives a limited engagement vs the entire defending corp.

Now I'm totally in favour of it. Seams completely air tight if you ask me, no way to abuse that. If you want to push that idea on F&I I will completely support it.
Mr Mieyli
Doomheim
#193 - 2017-03-30 05:10:50 UTC
Ima Wreckyou wrote:
Mr Mieyli wrote:
Ima Wreckyou wrote:
Mr Mieyli wrote:
Ima Wreckyou wrote:

So I can shoot your structure but you can't shoot me shooting your structure? Good game design


I can shoot you back, if you attacking my structure gives me a limited engagement.

I was referring to some possible defence fleet who is defending the structure, which is usually what you want if a fleet is attacking your stuff, and not just the guy "piloting" the structure.


Structure is corp owned asset, so attacking it gives a limited engagement vs the entire defending corp.

Now I'm totally in favour of it. Seams completely air tight if you ask me, no way to abuse that. If you want to push that idea on F&I I will completely support it.


As in, they can attack you after you have shot their structure. This is the point of discussion though, not that you exactly pointed out what was wrong with what I said. Besides, it's not like wardecs are exactly air tight currently anyway. I'd like for the structure itself to be vulnerable to attack without a concord response, and when a fight starts over it concord continue to do nothing. I am not intending to allow you to get a flag that allows you to attack any member of a corp anywhere because you shot one of their structures.

As far as I understood, a limited engagement is created when a player attacks you, and allows you to retun fire exempt from the normal penalties. In low this means you don't take gate fire for attacking someone under a limited engagement, and in hs if means concord don't show up. So when a limited engagement is created with the corp for you attacking their structure, they can 'return fire' on you and anyone else attacking the structure / repping. When they fire they are now free targets to the attackers as well and a full on brawl can break out without concord stepping in.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

Dracvlad
Taishi Combine
Astral Alliance
#194 - 2017-03-30 05:37:15 UTC  |  Edited by: Dracvlad
Ima Wreckyou wrote:
Dracvlad wrote:
Ima Wreckyou wrote:
No thread on EVEO is complete without a post from dracvlad where he cries about the wreck ehp buff.


Well it was the destruction of emergent gameplay, not crying but if you want to call it crying feel free. In any case you don't know the difference between where or were so there you go....

Indeed I was not aware of that difference since English is not my first language, but I'm actually glad you pointed it out.

It's still crying though.


Let me point it out for you so even you can get it:

Gankers have two major imbalances that enable them to have an easy life ganking freighters, the first is bumping the infinite no consequence point, the second is no consequence loot scooping through a DST into a freighter using a noob ship to scoop. On the other side the anti-gankers had the low EHP of the wreck. That was a sort of balance, but the emergent game play was getting players to actually gank the wrecks, because that was something that players who were focused on other areas did not train and could not afford to lose a character too.

So if you look at that a kinda balance, the Anti-gankers were fail becuase they could not stop small fast ships from ganking and the gankers were fail because they could not stop a small fast anti ganker ship from ganking, perfect balance, except that you lot did not like it, so using high level contacts with CCP you nuked it.

So the question is why is the emergent gameplay of gankers protected when ganking, and why is the emergent game play of anti-gankers when ganking is not protected.

Not cryinging, just explaining the prespective of the issue. I know you want your cake and you want to stuff your face with it, seems fair to me... Big smileShockedRoll

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

Dracvlad
Taishi Combine
Astral Alliance
#195 - 2017-03-30 05:39:47 UTC  |  Edited by: Dracvlad
Mr Mieyli wrote:
Ima Wreckyou wrote:
Mr Mieyli wrote:
Ima Wreckyou wrote:

So I can shoot your structure but you can't shoot me shooting your structure? Good game design


I can shoot you back, if you attacking my structure gives me a limited engagement.

I was referring to some possible defence fleet who is defending the structure, which is usually what you want if a fleet is attacking your stuff, and not just the guy "piloting" the structure.


Structure is corp owned asset, so attacking it gives a limited engagement vs the entire defending corp.


I suggested that as the way to deal with structures, make them so they can be attacked by anyone but they go suspect to all. Is this a PvP game or not? Answers on a back handed pay slip for usable market information to members of the CSM cough, sorry message on a post card to whatever works...

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

Zarek Kree
Lunatic Legion Holdings
#196 - 2017-03-30 05:41:52 UTC
Mr Mieyli wrote:
As in, they can attack you after you have shot their structure. This is the point of discussion though, not that you exactly pointed out what was wrong with what I said. Besides, it's not like wardecs are exactly air tight currently anyway. I'd like for the structure itself to be vulnerable to attack without a concord response, and when a fight starts over it concord continue to do nothing. I am not intending to allow you to get a flag that allows you to attack any member of a corp anywhere because you shot one of their structures.


Even if the wardec system needs some tweaking (which I'm open to), you're proposing major surgery for a stubbed toe. The second and third order effects of such a radical move would be staggering. Name one problem that can't be fixed by a simple adjustment to the wardec fee structure. Wardecs are cheap and easy because they're priced to be cheap and easy. You can make a rational case for the adjustment of fees - but not a complete revolution in the basic game structure.
Mr Mieyli
Doomheim
#197 - 2017-03-30 06:06:26 UTC
Zarek Kree wrote:
Mr Mieyli wrote:
As in, they can attack you after you have shot their structure. This is the point of discussion though, not that you exactly pointed out what was wrong with what I said. Besides, it's not like wardecs are exactly air tight currently anyway. I'd like for the structure itself to be vulnerable to attack without a concord response, and when a fight starts over it concord continue to do nothing. I am not intending to allow you to get a flag that allows you to attack any member of a corp anywhere because you shot one of their structures.


Even if the wardec system needs some tweaking (which I'm open to), you're proposing major surgery for a stubbed toe. The second and third order effects of such a radical move would be staggering. Name one problem that can't be fixed by a simple adjustment to the wardec fee structure. Wardecs are cheap and easy because they're priced to be cheap and easy. You can make a rational case for the adjustment of fees - but not a complete revolution in the basic game structure.


Meh, I have a lot of ideas for how eve could be. I don't see wardecs achieving much of a gameplay objective, so I don't see why they should remain when they completely bypass the supposed safety of highsec. Now the problem is structures would be invulnerable hence my suggestion of a limited engagement. Now a corp doesn't have to dissolve to avoid a wardec, it can just not place assets in space. Possibly a nerf for high level industry, but you conflict guys should be all for it saying 'well if you want to place a structure you should get friends with guns or hire mercs'.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

Zarek Kree
Lunatic Legion Holdings
#198 - 2017-03-30 06:27:35 UTC
Mr Mieyli wrote:
Meh, I have a lot of ideas for how eve could be. I don't see wardecs achieving much of a gameplay objective, so I don't see why they should remain when they completely bypass the supposed safety of highsec. Now the problem is structures would be invulnerable hence my suggestion of a limited engagement. Now a corp doesn't have to dissolve to avoid a wardec, it can just not place assets in space. Possibly a nerf for high level industry, but you conflict guys should be all for it saying 'well if you want to place a structure you should get friends with guns or hire mercs'.


Well I'd argue that yours is a radical solution in search of problem then. The actual articulated problems (such as that described by the OP) can be addressed through less extreme methods. Beyond that, and you're just arguing philosophy of game design.
DeMichael Crimson
Republic University
Minmatar Republic
#199 - 2017-03-30 06:29:43 UTC
Ima Wreckyou wrote:
They only included ganking in that study because it regularly comes up on the forums and elsewhere where people just assert out of thin air that ganking or wardecking is the main reason new players quit. Rise tried to find out why or why not people who play the trial subscribe. If the sentiment of so many players is that ganking has a big influence on that then it is obviously a good idea to try to figure out if there is some merit to that hypothesis.

Turns out there isn't and as we said for many years, if the carebears cry for more protection for new players they actually cry for more protection for themselves. New players don't have an issue with all that, since they still see EVE as a game and in games sometimes you lose stuff, that is pretty natural.

If the main point of the presentation was to ascertain why players don't subscribe after doing the trial period then he should have straight out said why. Instead of explaining how the NPE was very lackluster and which parts needed to be improved for various reasons, he deliberately tried to tie in ganking as a reason so he could justify it as being a good thing. According to him only 1% of the 80,000 new players experienced ganking within the 15 days so that topic never even should have been brought up.

Now I don't know how long you've been playing Eve but in 2012 there was a big problem of new players being ganked, scammed, baited and griefed. As such CCP made it perfectly clear to all players here on these forums that new players 30 days or younger were not to messed with. CCP changed the rules pertaining to new players and added more systems to the 'protected' systems list.
https://forums.eveonline.com/default.aspx?g=posts&m=1192090#post1192090
https://forums.eveonline.com/default.aspx?g=posts&m=1476449#post1476449

Since then new players are rarely messed with so a study done on the effects of Suicide Ganking on 15 day old new players is irrelevant, especially since most are still doing the Career Agents or the Level 1 SoE Epic Arc. If CCP was serious about doing a study on the effects of Suicide Ganking towards player retention within the game, they would have picked a different age group for the study.

Ima Wreckyou wrote:
Also you seam to completely ignore the part where he mentioned that only <1% of people who quit the game in the survey they get if they unsubscribe about why they quit the game mention ship loss as a reason. That is pretty significant and this is actually for ALL players and not for < 15 days, since they are not subscribed.

So there may be a few people who quit because they are not comfortable losing ships, which in EVE online is actually something like a "consumable" in other games which is supposed to explode at one point. On the other hand there are 99% which quit out of completely different reasons and if people are concerned about people quitting that is the group they should probably focus their attention on and not the vocal crybabies who can't handle the game and project their shortcomings on everyone else.

I really don't care how you spin it, that fact was thrown in with the 15 day old player survey in an attempt to validate and justify suicide ganking within the game. Obviously there wasn't any percentage amount stated for players who quit within a specific time frame and out of those players who did quit what percentage of them actually gave a reason for quitting.

Ima Wreckyou wrote:

You are basically the anti-vaxxer guy of EVE online. What possible study could they present that will change your opinion? You are obviously very biased in your views and no matter how many facts they bring to the table you will immediately call BS because it goes against your established believe.

But don't worry, I don't try to convince you, I know perfectly well you don't have the intellectual honesty to admit you where wrong. All this discussions are basically to show other people who read it the complete disconnection of the carebear population with the realities of the game and their obvious intellectual dishonesty, which you perfectly demonstrated once again.

First of all, if a survey is being done about new players then it should be conducted by a neutral 3rd party. The actual age group for new players is 30 days old or younger. And yes, I'm biased when someone tries to present a survey about NPE Tutorial as a factual study without divulging all of the facts and then piggy backs another topic (Ganking) on top of it in an attempt to justify it.

Lastly you really need to chill out posting remarks that berate and insult others. Anymore personal attacks directed towards me will be reported.

DMC
Ima Wreckyou
The Conference Elite
Safety.
#200 - 2017-03-30 06:33:03 UTC  |  Edited by: Ima Wreckyou
Oh dear...
Dracvlad wrote:

Let me point it out for you so even you can get it:

Gankers have two major imbalances that enable them to have an easy life ganking freighters, the first is bumping the infinite no consequence point, the second is no consequence loot scooping through a DST into a freighter using a noob ship to scoop. On the other side the anti-gankers had the low EHP of the wreck. That was a sort of balance, but the emergent game play was getting players to actually gank the wrecks, because that was something that players who were focused on other areas did not train and could not afford to lose a character too.

The difference here is that there are multiple counters for the tactics ganker use. You can do various things to prevent or escape bumping. You can loot the wreck before the ganker loots the wreck, bump the DST, etc, while not easy they are at least possible.

Alphaing a wreck had no counter. It is not possible to prevent a cheap thrasher to completely destroy the wreck and all loot. It will be invincible for a few seconds when landing on grid and has lock and fired before it is possible to get a lock on the thrasher for everything else.

It is obviously still possible to kill the wreck. But you have to invest more than 1mil ISK. The only thing that changed was the increase in EHP, which the gankers had to deal with multiple times and we adapted. So if you want to obliterate the loot 20+ people worked for it is just reasonable to expect you to put in some effort and investment, the same way it is expected from the gankers.
Dracvlad wrote:

So if you look at that a kinda balance, the Anti-gankers were fail becuase they could not stop small fast ships from ganking and the gankers were fail because they could not stop a small fast anti ganker ship from ganking, perfect balance, except that you lot did not like it, so using high level contacts with CCP you nuked it.

So the question is why is the emergent gameplay of gankers protected when ganking, and why is the emergent game play of non-gankers when ganking is not protected.

That problem was there for years and you where not the first one to use it against gankers. You make it look like you had somehow just invented that and in came CCP with the nerf bat. That's not what happened.

The real reason for the change was the nuking of capital wrecks in nullsec without effort to prevent the enemy from getting their hands on the usually very valuable modules of capital ships. The effect on ganking was a side effect same as the damage control rebalance was a side effect on the EHP of freighters. We both got a nerf and had to invest more to get the same result.

The only difference is that for you it somehow broke your back and you did not recover since while CODE. was ganking Freighters the very next day with more firepower. HTFU