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New dev blog: Changes to War Mechanics

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Author
Xorv
Questionable Acquisitions
#861 - 2012-04-24 03:11:25 UTC
Joe Risalo wrote:

Your assumption though is that the wardec system is actually being used for intended purposes like what you descibed.
HOWEVER, we all know that the wardec system is quite commonly more utilized by players who are simply attempting to get kills from players whom they assume to be weak.


No that isn't my assumption as I don't even attempt to define other players intentions for declaring war. Warfare is merely a means to an end, and it isn't for me, you, or CCP to define that end for others in a Sandbox game. The second part is working as intended, it's a wardec system not an arena or duel system where only "fair" fights are had. Again this is you trying to define other players goals and misunderstanding what war means. I don't think you really understood what I said in my last post or you wouldn't have said those thing.


Dream Five
Renegade Pleasure Androids
#862 - 2012-04-24 03:20:35 UTC  |  Edited by: Dream Five
Speaking of war costs, perhaps CCP could think about introducing some kind of war tokens that will require effort to gather and will have a free floating price on the market. That way the market will decide what the price of a war is. Then the number of tokens required will be some fixed number + a number proportional to the number of players in the target corp.

Btw i still think it's a good idea to lock the aggressor from getting new members to a max of 5-10% growth per week, so that people have a heads up on what kind of defending force they need to gather.

Then if you want to want to go to a war for a week, presumably this should be at least a few hours worth of effort to gather the tokens. I'd shoot for 4 hours OTOH.
Sizeof Void
Ninja Suicide Squadron
#863 - 2012-04-24 04:43:10 UTC  |  Edited by: Sizeof Void
Do you all realize that there is absolutely no economic reason to go to war in high sec (or low sec, for that matter)?

Whether you win or lose, you really don't gain anything except for killmails, which have no ISK value. The loot and salvage drops from player wrecks are typically a fraction of the original cost of the ships/modules/rigs. Thus, from a purely economic POV, it makes complete sense for a high sec defender to respond to a wardec by camping in station until the war goes away.

And, most players in high sec seem to be there for economic reasons, ie. ISK making ventures - missioning, mining, exploration, incursions, trade, manufacturing, invention, hauling, etc. When they do choose to engage in PVP, it is usually something that will not affect their ISK making activities - such as a roam in low sec, or joining RvB.

So, perhaps, it should come as no surprise that a high sec wardec system, without an economic reason, is unlikely to work.

You cannot force players to engage in war. There is no game mechanic which can be built to make this happen. Period. Players always have the option of simply not playing the game, and spending their sub money elsewhere.

However, we might be able to incentivize high sec players to respond positively to wardecs, rather than shunning them, if a sufficient economic reason can be provided. Remember that null sec has moon goo and WH space has Sleeper loot.

With this in mind, here is another idea for high-sec wardecs:

o Wardec fees are based on aggressor corp size and member age.
o Wardec fees go into a Concord escrow account.
o Bounties are paid out to the defender for each aggressor kill. Better ships and older players pay out larger bounties.
o The war automatically ends, if the escrow account balance reaches zero.

What does the aggressor get? Nada, or, perhaps a refund of their wardec fees, less the bounties paid, if the defender surrenders. I've noticed that most high sec wardec aggressors don't really need an economic incentive - they always have some other funky reason, which they feel is sufficient for them to shell out the fees and the ships.

So, what do you think? Would you be more willing to try to put up a fight, if you can collect bounties by killing your aggressors?
Gustavus Adolphus
Croatoan Enterprises
#864 - 2012-04-24 08:22:52 UTC
Damn, last post I was looking forward to more PVP tears and tantrums. They do give me the warm and fuzzes, and that is hard to do in RL when your in the Middle East.
Argus Sorn
Star Frontiers
Brotherhood of Spacers
#865 - 2012-04-24 12:28:40 UTC
There is something inherently wrong when it would conceivably be cheaper for me to suicide gank the logistics of a large 0.0 alliance on a regular basis than conduct a legitimate wardec. Lol.

Sorn
Dream Five
Renegade Pleasure Androids
#866 - 2012-04-24 22:09:47 UTC
Sizeof Void wrote:
Do you all realize that there is absolutely no economic reason to go to war in high sec (or low sec, for that matter)?

Whether you win or lose, you really don't gain anything except for killmails, which have no ISK value. The loot and salvage drops from player wrecks are typically a fraction of the original cost of the ships/modules/rigs. Thus, from a purely economic POV, it makes complete sense for a high sec defender to respond to a wardec by camping in station until the war goes away.

And, most players in high sec seem to be there for economic reasons, ie. ISK making ventures - missioning, mining, exploration, incursions, trade, manufacturing, invention, hauling, etc. When they do choose to engage in PVP, it is usually something that will not affect their ISK making activities - such as a roam in low sec, or joining RvB.

So, perhaps, it should come as no surprise that a high sec wardec system, without an economic reason, is unlikely to work.

You cannot force players to engage in war. There is no game mechanic which can be built to make this happen. Period. Players always have the option of simply not playing the game, and spending their sub money elsewhere.

However, we might be able to incentivize high sec players to respond positively to wardecs, rather than shunning them, if a sufficient economic reason can be provided. Remember that null sec has moon goo and WH space has Sleeper loot.

With this in mind, here is another idea for high-sec wardecs:

o Wardec fees are based on aggressor corp size and member age.
o Wardec fees go into a Concord escrow account.
o Bounties are paid out to the defender for each aggressor kill. Better ships and older players pay out larger bounties.
o The war automatically ends, if the escrow account balance reaches zero.

What does the aggressor get? Nada, or, perhaps a refund of their wardec fees, less the bounties paid, if the defender surrenders. I've noticed that most high sec wardec aggressors don't really need an economic incentive - they always have some other funky reason, which they feel is sufficient for them to shell out the fees and the ships.

So, what do you think? Would you be more willing to try to put up a fight, if you can collect bounties by killing your aggressors?



I'd like to echo some of the sentiments in this post. In particular,
"You cannot force players to engage in war. There is no game mechanic which can be built to make this happen. Period. -Players always have the option of simply not playing the game, and spending their sub money elsewhere."

Perhaps the drawing board for wardecs could be revisited in some ways. Perhaps CCP just needs to be honest and make a public statement that basically says this and admits that there's no point in forcing people to engage in wars in highsec since there are ways to avoid it. And if they made it so were no ways to avoid it, EVE would end because all carebears would quit, so the exercise is moot.

I still think the fundamental motivation for changes is not very well rationalized and fleshed out - CCP seems to want to please a group of people who are basically highly vocal about wanting easy targets and low-risk kills (otherwise they'd be in lowsec or NULL). Logistics cannot be disrupted anyway because of NPC corp alts, that's already established. CCP will never allow to wardec individuals because it will end EVE. There needs to be a way to take down control towers and that's fine, isolate wars to just that and that alone. Thats one unquestionable change that needs to happen. Perhaps it would be smart to not affect stuff that doesn't need to happen.

Again, I feel like CCP is taking a risk here to alienate a large group of people who would prefer to stay in their corps with their friends and continue with their low reward/risk activities. Ganking is already one mechanism against that. A catalyst can dish out nearly 700dps, and easily take out a hulk. The aggressor has to pay in fixing the sec status. All the game mechanics needed to ensure hisec is not a zero-risk environment are already in place.

CCP got the general idea right - reward goes up with risk, diminishing returns and self-regulating markets.

Highsec is all about low risk, low reward. Make highsec rewards lower to incentivize people to take on higher risks.

Perhaps all that needs to happen is starbase control charters price needs to go up 10-100x, how is that for a simple solution.
Dream Five
Renegade Pleasure Androids
#867 - 2012-04-24 22:41:07 UTC
Xorv wrote:
Joe Risalo wrote:

Your assumption though is that the wardec system is actually being used for intended purposes like what you descibed.
HOWEVER, we all know that the wardec system is quite commonly more utilized by players who are simply attempting to get kills from players whom they assume to be weak.


No that isn't my assumption as I don't even attempt to define other players intentions for declaring war. Warfare is merely a means to an end, and it isn't for me, you, or CCP to define that end for others in a Sandbox game. The second part is working as intended, it's a wardec system not an arena or duel system where only "fair" fights are had. Again this is you trying to define other players goals and misunderstanding what war means. I don't think you really understood what I said in my last post or you wouldn't have said those thing.




Actually it's not for you to decide whether you can arbitrarily grief other people or not. It's for CCP to decide whether it's in their best interests to allow to arbitrarily grief other players. Obviously they are not allowing individual wardecs so they see an issue with that, ie they will never follow your suggestion to allow arbitrary engagements anywhere for anybody vs anybody.

One of the purposes of hisec is it was created as means for new players to safely grow and learn the game in a relatively safe fashion. You cannot differentiate between new and old players (you never know if a new toon is running logistics for an old rich player) so the same rules have to apply to everyone. So.. again.. hisec is hisec, it's a relatively safe place to make some ISK, for either new players who want to get started or for players who are not interested in your style of gameplay (being an unprepared weak target). Obviously you wouldn't wardec someone if you didn't think they were weaker than you in first place, or that you are going to lose. That would just be stupid.
Xorv
Questionable Acquisitions
#868 - 2012-04-25 00:46:47 UTC
Dream Five wrote:
Xorv wrote:

No that isn't my assumption as I don't even attempt to define other players intentions for declaring war. Warfare is merely a means to an end, and it isn't for me, you, or CCP to define that end for others in a Sandbox game. The second part is working as intended, it's a wardec system not an arena or duel system where only "fair" fights are had. Again this is you trying to define other players goals and misunderstanding what war means. I don't think you really understood what I said in my last post or you wouldn't have said those thing.


Actually it's not for you to decide whether you can arbitrarily grief other people or not. It's for CCP to decide whether it's in their best interests to allow to arbitrarily grief other players. Obviously they are not allowing individual wardecs so they see an issue with that, ie they will never follow your suggestion to allow arbitrary engagements anywhere for anybody vs anybody.


You're assuming peoples motivations, condemning it, and pleading to CCP to act on your wishes based on the unsubstantiated belief that EVE would make more money as a PvE focused Themepark game. I didn't define EVE as a Sandbox or a PvP game, CCP did, and with that come some legitimate expectations. The day CCP stops calling their game a Sandbox and market EVE on it's awesome PvE experience you'll have an argument to make. Until then your someone who wondered into the wrong game and rather than have the good grace to leave, you make demands for the game and everyone in it to change to suit your displaced style of gaming.


Dream Five wrote:
One of the purposes of hisec is it was created as means for new players to safely grow and learn the game in a relatively safe fashion.


If true that's fine, I didn't have a problem with Shadowbane's starter island with no PvP for that same purpose. The difference is there was no point for players to stay on Shadowbane's newbie island beyond a short stay to get a grasp on controls and gain some levels and a token amount of gold, whereas in EVE Highsec can be very lucrative and productive place for players no matter how long they've played. With Incursions it's actually become the place to be for many players throwing risk vs reward balance on it's head.

If High Sec is only a place for 2 week or less newbies to get a grip on the basics of the game, then, and only then, will it be reasonable to also remove non consensual PvP from that part of the game. But despite your using that example it isn't what you and those like you are asking for is it? You want access to all the goodies without having to fight for it and defend it like everyone else, you want your cake and to eat it too. That Dream Five is completely unacceptable, and if CCP is reading these posts and has any sense at all they will ignore everything you say because of this.
Dream Five
Renegade Pleasure Androids
#869 - 2012-04-25 05:07:54 UTC  |  Edited by: Dream Five
Xorv wrote:
Dream Five wrote:


Actually it's not for you to decide whether you can arbitrarily grief other people or not. It's for CCP to decide whether it's in their best interests to allow to arbitrarily grief other players. Obviously they are not allowing individual wardecs so they see an issue with that, ie they will never follow your suggestion to allow arbitrary engagements anywhere for anybody vs anybody.


You're assuming peoples motivations, condemning it, and pleading to CCP to act on your wishes based on the unsubstantiated belief that EVE would make more money as a PvE focused Themepark game. I didn't define EVE as a Sandbox or a PvP game, CCP did, and with that come some legitimate expectations. The day CCP stops calling their game a Sandbox and market EVE on it's awesome PvE experience you'll have an argument to make. Until then your someone who wondered into the wrong game and rather than have the good grace to leave, you make demands for the game and everyone in it to change to suit your displaced style of gaming.


Dream Five wrote:
One of the purposes of hisec is it was created as means for new players to safely grow and learn the game in a relatively safe fashion.


If true that's fine, I didn't have a problem with Shadowbane's starter island with no PvP for that same purpose. The difference is there was no point for players to stay on Shadowbane's newbie island beyond a short stay to get a grasp on controls and gain some levels and a token amount of gold, whereas in EVE Highsec can be very lucrative and productive place for players no matter how long they've played. With Incursions it's actually become the place to be for many players throwing risk vs reward balance on it's head.

If High Sec is only a place for 2 week or less newbies to get a grip on the basics of the game, then, and only then, will it be reasonable to also remove non consensual PvP from that part of the game. But despite your using that example it isn't what you and those like you are asking for is it? You want access to all the goodies without having to fight for it and defend it like everyone else, you want your cake and to eat it too. That Dream Five is completely unacceptable, and if CCP is reading these posts and has any sense at all they will ignore everything you say because of this.


EVE is a bit more complicated than Shadowbane. Takes months to years to learn even the core mechanics, we all know this. I still don't know a ton of stuff about the game. I do agree that highsec rewards are too high for the risk right now. Reducing rewards and increasing risk is not the same thing though. I'd personally be curious to see what happens to EVE if there is no hisec or there is a bunch of small disconnected islands (so that one Jita doesn't make sense). Why is CCP not doing it? Who knows?

Most likely the reason hisec is so big is because CCP looked at the data and decided that since most people prefer to operate in hisec in a relatively risk-free fashion, in order to get the best cluster load balance they'd need to have a big hisec area. Carebears will be carebears (no offense intended), there's nothing you can do about it. You can't force carebears to become 0.0 pros. They just don't want to play in high risk situations, and forcing people to do stuff is just not that great of an idea in general. So CCP needs a lot of carebear space, so hisec is big. So yeah the rewards in NULL are higher, but they still decide to stick with high because it's steady progress and less risk. People need options.

I think CCP is moving in the right direction with the mineral changes at least. They also talked about removing ice from high which would also be a change in the right direction i think. Maybe they should also reduce asteroid sizes in high or something like that. I also think hisec towers should be made less profitable by increasing operating costs (take more starbase charters and/or make them more expensive). Increasing risk is not the same thing as decreasing profits though. It takes years to learn how to be good at PVP in EVE and for some people it's a huge turn-off when they go to lowsec in their shiny new BC and get popped within 5 minutes by someone who then griefs their newbie fit in local. This is not in CCP's interests. CCP clearly recognizes it and even give you a textbox with exclamation marks warning you - are you SURE you want to go to lowsec? It's a dagenrous space. You just spent maybe a month running level 1 missions or mining in a bantam to get that Harb and boom, it's gone in a flash. What to do what to do. Well, screw it, i don't need to play this game, snap. unsub, done, CCP is down, maybe $100, maybe $300 worth of yearly sub cash. This happened a lot i'm sure and it's not in anyone's interests. Some people want to have a safer experience, some people want to have a harsher, more hardcore style gameplay. That's why EVE has highsec and lowsec. Picking your own risk appetite means others cannot impose unexpected risks on you.

At the same time something to consider is that if you make the difference in low to highsec income very large, hisec citizens will not be able to plex their accounts and a lot of them might just quit. That could collapse EVE's critical mass of subs. So it's a fine balance I suspect. Also something to remember is people with lower hisec non-trade income streams have a lower growth rate because the cost of plex is fixed. So if you are making 600m/month in hisec you are netting 100m, but if you are making 1b in 0.0, you are effectively making 5x more of free cash, so that's also notable.

Anyway, back to wardecs.. it's not clear what the purpose is. Currently it is to allow to annoy hisec players in player corps, remove hisec towers and.. nothing else? (what am i missing?) As I said before, removing towers is good. But annoying hisec players in player corps part maybe not so great or useful or at all rationalized.
Xorv
Questionable Acquisitions
#870 - 2012-04-25 05:46:42 UTC
Dream Five wrote:

[...]Most likely the reason hisec is so big is because CCP looked at the data and decided that since most people prefer to operate in hisec in a relatively risk-free fashion


That you can gather Isk in relatively risk-free fashion and most players choose that option over the greater risk options is not an indicator that most people want that risk free gameplay as an option in the first place.

If you get a billion Isk for walking around the Captain Quarters for a minute just about everybody would be doing that for the majority of their game time, but few if any would want that to actually be part of the game.
Dream Five
Renegade Pleasure Androids
#871 - 2012-04-25 07:45:58 UTC  |  Edited by: Dream Five
Xorv wrote:
CCP SoniClover wrote:
Hey guys, thanks for good comments, I'll try to answer a few of your questions here. I'm paraphrasing many of the questions

Q: Price of war
A: The current formula is 20 mill (for corp, 50 for alliance) base price plus 500.000 per member in target corp. We're looking into some sorts of diminishing returns/cap, but nothing has been decided yet. We will not modify cost based on aggressor size as it is too easily gamed

Q: Tiny entities deccing large entities
A: The fact this makes this harder is a conscious decision. We don't want to ban this activity of course, but see no reason to support it


Everything is great except for pricing as it relates to the quotes above.

Why did you decide that it was a good idea that large player entities could wardec small ones at trivial costs, but small player entities to wardec large ones would equate to astronomical costs? What's the motivation for this?

If you think you're going to drive High Sec players into power blocks like Eve Uni or Null Sec alliances I think you'll be disappointed, most are in High Sec precisely because their too independent minded or casual to fit in with large organized player structures. You may get some giant warshield alliance, but there won't be any meaningful social aspect to it that adds to gameplay

Wardecs cost should be based on the number of attackers not defenders. Fees should be just enough that going to war isn't overly trivial, but it shouldn't be used as a means to restrict players from declaring war, especially the current system which empowers blob entities and the very rich while completely disenfranchising small corps, casuals, and the ISK poor

To avoid gaming the system I offer you a solution

When a War is declared or renewed the wardecing party must purchase a war declaration contract based on how many members it wants to be allowed to participate. When purchased this cannot be lower than the current members of the wardecing party. If during that week the Wardecing party exceeds the number purchased through recruitment the defender may if they choose end the war at any time up until the war is renewed the following week

So this system allows flexibility in the payment scheme, is based on number of attackers, and the defending party can drop the war at no cost should the attackers abuse the system. In my view it's a much more balanced payment system than the one proposed by you (CCP)



I actually agree with you on the contract system, thats similar to my proposal to clamp the number of members joined per war cycle.

Otherwise based on this my understanding is that you generally like the changes but you want some changes to the payment scheme. But the fundamental issue is not with the price, the issue is with the binary switch war/no war itself.

What do you think about the fact that if somebody doesn't want to fight you they'll just drop out to NPC corp or not engage? Do you agree that wardeccing individuals for cheap is going too far? You realize why CCP would never do this? This would allow to grief individuals indefinitely in any space making a ton of people quit the game. You can camp somebody outside of station indefinitely with an interceptor until they die and run out of ISK not able to upgrade their clone. A new player comes into game, gets his first cruiser and you repeatedly kill him docking out of station. They quit. I think it's pretty obvious that individual wardecs cannot be allowed to prevent indefinite griefing. There will be people griefing others indefinitely for no particular reason. There will be instalock bots camping outside of stations in maelstroms. It will be possible to grief any single individual out of the game and it will happen. So no, clearly individual wardecs are not OK. There MUST be some safe space for people to play the game to get started, or to recover from any big losses they took while trying higher risk undertakings. The problem is if you allow a (one) mechanism to "PVP" ie to enforce PVP onto someone who doesn't wish so, you instantly mess everybody up.

Then the next logical question is do you agree that it's silly to force people do drop out to NPC corps if they don't want to engage you? What is the rationale for that? Why? That just makes zero sense to me. Why on earth people in player corps should be disadvantaged over players in NPC corps? That's completely arbitrary and makes no sense whatsoever. People will still avoid wars when they want to. I've said this before and say it agani, it is a completely pointless exercise in annoyance.

CCP needs to recognize this fact (they already do) and publically explain it and change wardecs so that only POSes can be engaged and players cannot, until they start defending the POSes.

The problem for CCP is that they are scared shitless (or at least try not to annoy any large groups of people) right now of highly irrational player reactions to what they do. Players had a snappy reaction to NEX store which was completely pointless. There is already golden ammo in the game - go buy some PLEX buy a high SP toon and fly a Vindicator with faction ammo. You will pwn most other people (unless you are outnumbered) because you paid $$ for it. How is that not golden ammo? If they say, players cannot be attacked in a war a large number of people will snap and rage and scream and whine saying uh, oh, I can't kill the carebears and generate loads of noise. Well the newsflash is you can't anyway because you shouldn't be allowed to or it will mess up the game permanently and irreversibly due to the reasons outlined above. I hope CCP has the guts to go ahead and do what makes the most sense and avoid the pointless exercise of pushing the players out of player corps because somebody decided to click a button and inconvenience them.
Sizeof Void
Ninja Suicide Squadron
#872 - 2012-04-25 10:26:29 UTC
Ok, two more high sec wardec issues which I think need to be addressed, and my ideas for addressing them:

High sec POS warfare

As I posted previously, everyone knows that POS grinding is boring in null sec, and tooth-pulling painful in high sec.

Sure, there are a lot of small research POSes which can be quickly popped with a BS or Tier 3 BC fleet, but, if we make wardecs easier and popular, the research players are just going to swap out those small POSes for large POSes, with crap loads of ECM and damps (believe me - that's what I'm planning to do).

I'm certain that most of you will agree that there are few things less fun in the game than taking down a large dickstar, in high sec, using only sub-caps.

But, since introducing caps and super caps into high sec would probably be a bad idea (there are enough balancing problems with them in null sec), perhaps it would be better to consider a simple POS nerf for high sec. Specifically:

  • Disallow the use of ECM and damps.
  • Disallow the use of large POS.

This would make the high sec POS into a softer target, which makes sense since we cannot deploy the same amount of DPS per player in high sec that we can deploy in null sec.

NPC corps

As many posters have noted, players can always run and hide from a wardec in an NPC corp. For years, CCP has been saying "yeah, we need to do something about NPC corps... someday". So, CCP?

NPC corps are meant to be used by new players until they find a player corp, and by toons transitioning between player corps. But, I do not believe that it was ever CCP's intention or desire that toons remain in the NPC corps indefinitely.

Nor do I believe that CCP ever anticipated the range of uses for which players would create NPC alts. Many of the NPC alt uses are indeed clever, but almost all of them break the immersiveness of the game (used as extensions of the main toon or as disposable alts) and some border on being exploits (neutral RR, anyone?). Personally, I think the game would be vastly improved if the use of NPC alts was removed or strictly limited.

Here's my suggestion, then:

  • Limit the first toon created on a player account to one (1) month in the NPC corp.
  • Subsequent toons created on the same player account are limited to one (1) day in the NPC corp.
  • Limit toons transitioning betwen player corps to one (1) day in the NPC corp.
  • If the toon has not joined a player corp by the end of the time limit, then the toon is randomly shuffled into a player corp.
  • Player corps may set an option to allow randomly distribued toons into their corp, or not.
  • Toons cannot switch corps more frequently than once per week, unless kicked out by the corp.
  • Toons which leave (or are kicked from) a player corp cannot rejoin the same corp for one (1) month.

The last two conditions are meant to prevent some obvious exploits of the proposed system. But, I'm sure there are other ways to exploit the system - feel free to point them out!
Argus Sorn
Star Frontiers
Brotherhood of Spacers
#873 - 2012-04-25 12:06:30 UTC  |  Edited by: Argus Sorn
I think this thread is jumping the shark a bit.

I would like to hear some solid give and take from CCP. Based on what we've said, do you at least acknowledge some of the problems with the price system? What alternatives are you considering at this point? Do you think the arguments against pricing based on size are valid, not valid, etc?

I promise that we (well I won't at least) hold you to what you say, but do you at least see the flaw in the system as it was proposed at Fanfest or do you still feel that is how it should work? How much do you think it should cost to wardec the largest alliances in the game per week? 4 bil? 2 bil? 500 mil?

One of the problems with this thread (and many others) is the mob is left lost without any idea how their ideas are being received. So they are forced into wandering the thread, proposing more ideas until the ideas are so outside of the realm of possibility the original discussion is muddled.

You've been quite good about telling us you are hearing our arguments, but what do you THINK of them?

Argus
Buzzy Warstl
Quantum Flux Foundry
#874 - 2012-04-25 12:56:41 UTC
I see a fallacy cropping up repeatedly here that highsec is a place for new or inexperienced players.

That just isn't so.

Highsec is the free trade zone of the game, and if you think we don't need one ask yourself why there aren't more NRDS nullsec alliances with sovereignty.

Fix NRDS and we don't need highsec anymore, until then everyone in the game needs it.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Indahmawar Fazmarai
#875 - 2012-04-25 13:07:36 UTC  |  Edited by: Indahmawar Fazmarai
Dream Five wrote:
(...)

Highsec is all about low risk, low reward. Make highsec rewards lower to incentivize people to take on higher risks.



That's wrong. People who want higher risks already are taking them.

What can't get through the thickest skulls in EVE, many of them at CCP itself, is that NO AMOUNT OF INCENTIVE WILL FORCE HISEC PLAYERS TO LEAVE HISEC FOR THE REST OF THE GAME.

Most people who are in hisec have a good reason to do so. Push them out of hisec and they will get out of EVE because hisec is where they want to be. They PAY for hisec, not for lowsec or nullsec or WH. And without a reason to pay for hisec, they will simply stop paying.
Joe Risalo
State War Academy
Caldari State
#876 - 2012-04-25 15:57:52 UTC
Indahmawar Fazmarai wrote:
Dream Five wrote:
(...)

Highsec is all about low risk, low reward. Make highsec rewards lower to incentivize people to take on higher risks.



That's wrong. People who want higher risks already are taking them.

What can't get through the thickest skulls in EVE, many of them at CCP itself, is that NO AMOUNT OF INCENTIVE WILL FORCE HISEC PLAYERS TO LEAVE HISEC FOR THE REST OF THE GAME.

Most people who are in hisec have a good reason to do so. Push them out of hisec and they will get out of EVE because hisec is where they want to be. They PAY for hisec, not for lowsec or nullsec or WH. And without a reason to pay for hisec, they will simply stop paying.


This also applies to reducing the rewards in high sec.

Remove level 4's, and players will quit, remove incursions and unless you replace them with lvl 5's, players will quit.
Xorv
Questionable Acquisitions
#877 - 2012-04-25 17:13:51 UTC
Joe Risalo wrote:

This also applies to reducing the rewards in high sec.

Remove level 4's, and players will quit, remove incursions and unless you replace them with lvl 5's, players will quit.


Good, those people should quit, EVE would be better off in the long term without them.
CCP SoniClover
C C P
C C P Alliance
#878 - 2012-04-25 17:33:30 UTC
[quote=Argus Sorn]I think this thread is jumping the shark a bit.

I would like to hear some solid give and take from CCP. Based on what we've said, do you at least acknowledge some of the problems with the price system? What alternatives are you considering at this point? Do you think the arguments against pricing based on size are valid, not valid, etc

I promise that we (well I won't at least) hold you to what you say, but do you at least see the flaw in the system as it was proposed at Fanfest or do you still feel that is how it should work? How much do you think it should cost to wardec the largest alliances in the game per week? 4 bil? 2 bil? 500 mil

One of the problems with this thread (and many others) is the mob is left lost without any idea how their ideas are being received. So they are forced into wandering the thread, proposing more ideas until the ideas are so outside of the realm of possibility the original discussion is muddled.

You've been quite good about telling us you are hearing our arguments, but what do you THINK of them

Argus[/quote

What we presented at Fanfest had more to do with the direction we were thinking of going in, it was never presented as a final solution. So we definitely are not going to go for exactly what we mentioned there. We are looking into diminishing returns, i.e. some sort of a logarithmic curve (there are several possibilities on the table as for the exact calculation). We're also looking into what corp members to count and if other cost modifiers should be applied

The ballpark figure for how high it should go is around 500 mill for a corp/alliance of several thousands

Overall, there has been a lot of good feedback from the community, both at Fanfest and here at the forums that has helped us in shaping our thoughts.
Joe Risalo
State War Academy
Caldari State
#879 - 2012-04-25 17:39:19 UTC
Xorv wrote:
Joe Risalo wrote:

This also applies to reducing the rewards in high sec.

Remove level 4's, and players will quit, remove incursions and unless you replace them with lvl 5's, players will quit.


Good, those people should quit, EVE would be better off in the long term without them.


lolololol

oh, another silly person that assumes eve could exist without the carebears of high sec.

The carebears of high sec are what produce the VAST amount of salvage goods that go into making the ships you like blowing up. They also produce the vast amount of ore that goes into those same ships and modules. Hell, they even produce the vast amount of ships and modules you enjoy blowing up. Hell, they're the only reason there is a competitive market.

If it wasn't for high sec carebears, than the vast majority of what you consider Eve wouldn't be able to exist. The only trade hubs you would know of would be specific to the major alliances they belong to.

No new players would come into eve because they wouldn't be able to exist. There would be no carebears to bait or indy pilots to gank.

So eventually at some point, there would be no Eve.

So we can't exist without you and you can't exist without us, so CCP needs to balance the dec system to cater to both of us instead of using it to protect the major alliance with extremely high dec costs while allowing those small casual corps to be decced at a seemingly meaningless costs.
Sizeof Void
Ninja Suicide Squadron
#880 - 2012-04-25 17:47:59 UTC
Joe Risalo wrote:

Remove level 4's, and players will quit, remove incursions and unless you replace them with lvl 5's, players will quit.

I have to disagree with this one. High sec can get along fine without Incursions and L4s. Players are more likely to just move on to one of the many other ways to make ISK in high sec.

I've only run an Incursion twice, and I stopped running L4s a long time ago. Despite claims to the contrary, they are not actually the most optimal methods of earning ISK in the game.