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We need to talk about catching ratters / miners in null!

Author
Kusum Fawn
Perkone
Caldari State
#21 - 2012-04-26 20:26:26 UTC
I dont get it, whats the point of living in a nullsec system (sov or not) if you cant use its resources effectively, any nerf to local or buff to roams, means that mining out in null gets an even bigger nerf, not only ratting carriers.

Being unable to secure space to any real extent makes hisec activities that much more attractive to people. Why risk the carrier doing sanctums when i can be grinding l4 or incursions for more saftey and close to the same isk per hour. infact with missions you can hire a noob and get a percentage of the loot drops and salvage. thats not something that you see in nullsec.

Basically you are asking for zero ratting carrier kills. increase the risk, lower the numbers of people doing it as an alternative to hisec faucets. the ones that stick it out in null are the ones that will adapt and be aware of your roams well before you get to their area.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#22 - 2012-04-27 00:18:57 UTC
Kusum Fawn wrote:
I dont get it, whats the point of living in a nullsec system (sov or not) if you cant use its resources effectively, any nerf to local or buff to roams, means that mining out in null gets an even bigger nerf, not only ratting carriers.

Being unable to secure space to any real extent makes hisec activities that much more attractive to people. Why risk the carrier doing sanctums when i can be grinding l4 or incursions for more saftey and close to the same isk per hour. infact with missions you can hire a noob and get a percentage of the loot drops and salvage. thats not something that you see in nullsec.

Basically you are asking for zero ratting carrier kills. increase the risk, lower the numbers of people doing it as an alternative to hisec faucets. the ones that stick it out in null are the ones that will adapt and be aware of your roams well before you get to their area.


But you can use its resources effectively.... even with a 10 second delay....

1.) Learn to NOT warp to a sanctums and belts at zero...
2.) Rat aligned
3.) Bubble the ingates...
4.) Use and pay attention to intel channels.
5.) Operate in a GROUP....

This isn't a huge nerf to nullsec living... it's an inconvenience to help boost nullsec roaming, and hence small gang PvP...

The real boost nullsec needs is more group activities.. If a solo ratter sees a small gang coming through their system, they get safe and hide until the gang passes.... However, when a group of ratters see a small gang coming through their system, they can ship up and fight... Especially if you give the marauders a few tools to punish the locals for hiding rather than fighting... (Think a player created incursion-like mod that takes 20 minutes to anchor/online and reduces bounties and ship EHP for several hours or a day or so).
Kusum Fawn
Perkone
Caldari State
#23 - 2012-04-27 05:05:37 UTC
Gizznitt Malikite wrote:

But you can use its resources effectively.... even with a 10 second delay....

1.) Learn to NOT warp to a sanctums and belts at zero...
2.) Rat aligned
3.) Bubble the ingates...
4.) Use and pay attention to intel channels.
5.) Operate in a GROUP....

This isn't a huge nerf to nullsec living... it's an inconvenience to help boost nullsec roaming, and hence small gang PvP...

The real boost nullsec needs is more group activities.. If a solo ratter sees a small gang coming through their system, they get safe and hide until the gang passes.... However, when a group of ratters see a small gang coming through their system, they can ship up and fight... Especially if you give the marauders a few tools to punish the locals for hiding rather than fighting... (Think a player created incursion-like mod that takes 20 minutes to anchor/online and reduces bounties and ship EHP for several hours or a day or so).


I don't understand what the 10 second local pause does for ratters reshipping, nor does it make any material difference to intel channels, as they can still see you from 10 jumps away.

your mod idea is stupid,

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Wolodymyr
Breaking Ambitions
#24 - 2012-04-27 05:12:09 UTC
Kusum Fawn wrote:
I don't understand what the 10 second local pause does for ratters reshipping, nor does it make any material difference to intel channels, as they can still see you from 10 jumps away.

your mod idea is stupid,

It has nothing to do with ratters reshipping, or intel chat channels.

When you enter a system there is a bit of time that it takes to scan for anomolies and warp into the site. That amount of time is long enough that any non-comatose ratter can get safe.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Gizznitt Malikite
Agony Unleashed
Agony Empire
#25 - 2012-04-27 14:49:13 UTC
Kusum Fawn wrote:
Gizznitt Malikite wrote:

But you can use its resources effectively.... even with a 10 second delay....

1.) Learn to NOT warp to a sanctums and belts at zero...
2.) Rat aligned
3.) Bubble the ingates...
4.) Use and pay attention to intel channels.
5.) Operate in a GROUP....

This isn't a huge nerf to nullsec living... it's an inconvenience to help boost nullsec roaming, and hence small gang PvP...

The real boost nullsec needs is more group activities.. If a solo ratter sees a small gang coming through their system, they get safe and hide until the gang passes.... However, when a group of ratters see a small gang coming through their system, they can ship up and fight... Especially if you give the marauders a few tools to punish the locals for hiding rather than fighting... (Think a player created incursion-like mod that takes 20 minutes to anchor/online and reduces bounties and ship EHP for several hours or a day or so).


I don't understand what the 10 second local pause does for ratters reshipping, nor does it make any material difference to intel channels, as they can still see you from 10 jumps away.

your mod idea is stupid,


The 10 seconds is designed to make roaming feel less futile. Hence, it will ENCOURAGE more roaming.... It's not an unbalanced amount, as NO ship in the game can enter system, find a target, and warp to said target before appearing in local, even if they have the sanctum to warp to previously bookmarked... Currently, local ENTIRELY favors the prey, and this shifts the balance between hunter and prey a little to the favor of the hunter. Again, this is a minor shift primarily aimed at boosting the moral of 5-man cruiser/frigate roaming gangs.

As for my mod idea.... I realize it needs its own discussion on how to make it balanced, but the idea is extremely sound. The idea is that the locals have to defend their own space, or they suffer some consequences.... Currently, if a roaming gang comes in... the locals hide.... the roamers poke and prod, waiting for them to come out and play.... but typically they just hide. Everyone loses, as the roamers don't get a fight, and the locals don't get to PvE. With a mod similar to this, the roamers can at least punish the locals for a time period beyond the 10-20 minutes they poked about system. Hitting nullbears in the pocketbook is just about the ONLY way to get them to fight, and this is exactly I'm suggesting.

Really though, nullsec needs more group activities... I.E. Sanctums, havens, and hubs should typically require 3-6 battleships to run effectively (and the payouts increased accordingly). This way the locals will already be ganged and grouped up when a small gang comes through, and hence a little more willing to fight (hopefully).
Kusum Fawn
Perkone
Caldari State
#26 - 2012-04-27 18:27:56 UTC
Gizznitt Malikite wrote:

The 10 seconds is designed to make roaming feel less futile. Hence, it will ENCOURAGE more roaming.... It's not an unbalanced amount, as NO ship in the game can enter system, find a target, and warp to said target before appearing in local, even if they have the sanctum to warp to previously bookmarked... Currently, local ENTIRELY favors the prey, and this shifts the balance between hunter and prey a little to the favor of the hunter. Again, this is a minor shift primarily aimed at boosting the moral of 5-man cruiser/frigate roaming gangs.

As for my mod idea.... I realize it needs its own discussion on how to make it balanced, but the idea is extremely sound. The idea is that the locals have to defend their own space, or they suffer some consequences.... Currently, if a roaming gang comes in... the locals hide.... the roamers poke and prod, waiting for them to come out and play.... but typically they just hide. Everyone loses, as the roamers don't get a fight, and the locals don't get to PvE. With a mod similar to this, the roamers can at least punish the locals for a time period beyond the 10-20 minutes they poked about system. Hitting nullbears in the pocketbook is just about the ONLY way to get them to fight, and this is exactly I'm suggesting.

Really though, nullsec needs more group activities... I.E. Sanctums, havens, and hubs should typically require 3-6 battleships to run effectively (and the payouts increased accordingly). This way the locals will already be ganged and grouped up when a small gang comes through, and hence a little more willing to fight (hopefully).


You cant make people pvp when they dont want to, and are already entrenched in their own systems. a ten second delay wont do anything to change that, nor, would increasing the numbers of ships needed for sanctums.

i know people that already do sanctums in 2-3 tengus, multiboxing. because its easier. Are they going to engage a roam coming through? nope. ratting tengus and pvp tengus are set up differently.

10-20 minutes of reduced bounties or whatever, is afk time, cloak up, call for HD fleet, whatever, if roams really wanted pvp, they'd get somewhere and announce themselves to the locals. but its not about fights, its about ganking (in null i know) carebears, or people that dont want to fight.

Hitting nullsec carebears in the pocket tends to mean that their alts dont do as much fun pvp, they cant afford the pvp ships, or they don't want to risk the expensive ones since they cant replace them.

If anything, more expensive t1 ships, and all the miner ganking reduces the pvp potential, because people arent as willing to do stupid things.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#27 - 2012-04-27 20:40:30 UTC
Kusum Fawn wrote:

You cant make people pvp when they dont want to, and are already entrenched in their own systems. a ten second delay wont do anything to change that, nor, would increasing the numbers of ships needed for sanctums.

i know people that already do sanctums in 2-3 tengus, multiboxing. because its easier. Are they going to engage a roam coming through? nope. ratting tengus and pvp tengus are set up differently.

10-20 minutes of reduced bounties or whatever, is afk time, cloak up, call for HD fleet, whatever, if roams really wanted pvp, they'd get somewhere and announce themselves to the locals. but its not about fights, its about ganking (in null i know) carebears, or people that dont want to fight.

Hitting nullsec carebears in the pocket tends to mean that their alts dont do as much fun pvp, they cant afford the pvp ships, or they don't want to risk the expensive ones since they cant replace them.

If anything, more expensive t1 ships, and all the miner ganking reduces the pvp potential, because people arent as willing to do stupid things.


1.) "You can't make people PvP": Non-consentual PvP is very much a part of EvE, no matter WHERE IN EVE you live. I agree with you, that blobs where there is little/no risk results in poor PvP experiences... the 10s delay to local would result in more ratter ganks, but not some "OMG NULLBEAR ARMEGEDDON!" I Rat in Nullsec for income... I have done so for a very long time, and there are two reasons I lose ships: a.) I don't pay attention becuase I'm pewpewing on my main, or b.) I play bait and bite off more than I can chew. I use smart ratting practices though, and it makes me nigh impossilbe to catch. Do you know what a 10 second change in local means.... those that take the time to rat safely will still be very safe, and those that don't take the time to rat safely have a 5% chance instead of a 1% chance of being caught...

2.) Occassionally I multibox to "solo" plexes in null.... and occassioinally I multibox in PvP too... However, most of the time PvP leaves too little wiggle room for multiboxing (unless your doing easy dps roles). So your friend multiboxing tengus is really not relevant!!!! What is relevant, is when I run the harder plexes with 3-4 corp mates, or WH's with 5-8 mates, or nullsec incursions with 9+ mates... We often stick around and fight when someone tries to crash the party. This is because we are already grouped up, organized, and ready to fight. My point is, a SINGLE person has little recourse against a small gang.... whereas a group of people, even in mostly PvE fit ships can put up a good fight against a small gang.

3.) The module idea: The 10-20 minutes is how long it takes to INSTALL the Effect... The reduced bounties EFFECTS would last for hours or more... i.e., the locals take 10-20 minutes to organize a response and stop the roamers from ******* up their system, or they stay safe until the roamers leave and then are left with a less bountiful system... It's their home system, they should be have to defend it beyond the 500 man CTA blob bullshit that is sov warfare... This thread: Player Created Incursions outlines the idea my corp mate had... I personally disagree with some of the details, but we both agree on the benefits something like this would add.... and its far from "a stupid idea".

4.) "Ouch my pocket book": Yes, when you have lots of income, the consequences of PvP aren't as meaningful. And more income means you can fly more blingy ships or take more risks becuase replacing it means less. This isn't an issue with catching ratters, its an issue with the distribution of income sources within EvE.

I PvP a lot... and I prefer good fights where I don't know if I'm going to win or lose way more than ganking some random passerby. Getting those fights is NOT easy.... To get people to engage in PvP, I've found you need several things:

a.) You have to be engageable. I can fly any subcap in the game, but typically roam in frigates because people are more likely to engage me.... I regularly take out roaming gangs, and if I bring out BC's w/ logistics, the only people that engage are bigger and meaner gangs.... But if I bring out t1 cruisers I'm much more likely to find some people to engage...

b.) There needs to be a reason to engage. I can go through 30 systems with ratting drakes/ravens/tengus while flying a solo rifter or taranis, and nobody will engage. To get a fight, I literally have to hang-out in a system to annoy the locals enough to ship up and chase me. And then, more often than not, they'll try to chase my rifter away using BCs with falcon and logistic support. The primary reason Agony's Lived in Syndicate for so long is because there are many nearby groups willing to ship up and come out and play (Props to the Syndicate Residents that regularly show up to fight!!)... The rotten, stinky truth is 90% of Sov Nullsec is full of carebears that just want to grind up assets.... the actual number of PvPers in this game is pretty low...
Most people in this game are afraid to lose their ships, and it's really, really pathetic.

In my mind, Nullsec resources should be plentiful that you can farm up a drake within 1-2 hours, and losing that drake should be no big deal... I know of certain Nullbear alliances that FORBID their players from willy-nilly engaging hostiles. I know of several alliances that forbid flying in space when there is an afk cloaker in system, etc, etc, etc.... THATS ********.... and any mechanic that makes silly corporation like this unable to operate in nullsec is a very good thing...
Wolodymyr
Breaking Ambitions
#28 - 2012-04-27 22:20:58 UTC
Kusum Fawn wrote:
You cant make people pvp when they dont want to

Making people deal with pvp when they don't want to is one of the things that makes eve great.

otherwise we'd be playing a game like WoW or something where you have to flag yourself for pvp, and can't fight in anything other than structured honor duels.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Kusum Fawn
Perkone
Caldari State
#29 - 2012-04-27 22:39:56 UTC
Gizznitt Malikite wrote:

1.) "You can't make people PvP": Non-consentual PvP is very much a part of EvE, no matter WHERE IN EVE you live. I agree with you, that blobs where there is little/no risk results in poor PvP experiences... the 10s delay to local would result in more ratter ganks, but not some "OMG NULLBEAR ARMEGEDDON!" .... those that take the time to rat safely will still be very safe, and those that don't take the time to rat safely have a 5% chance instead of a 1% chance of being caught...

2.) Occassionally I multibox to "solo" plexes in null.... and occassioinally I multibox in PvP too... However, most of the time PvP leaves too little wiggle room for multiboxing (unless your doing easy dps roles). So your friend multiboxing tengus is really not relevant!!!! What is relevant, is when I run the harder plexes with 3-4 corp mates, or WH's with 5-8 mates, or nullsec incursions with 9+ mates... We often stick around and fight when someone tries to crash the party. This is because we are already grouped up, organized, and ready to fight. My point is, a SINGLE person has little recourse against a small gang.... whereas a group of people, even in mostly PvE fit ships can put up a good fight against a small gang.

3.) The module idea: The 10-20 minutes is how long it takes to INSTALL the Effect... The reduced bounties EFFECTS would last for hours or more... i.e., the locals take 10-20 minutes to organize a response and stop the roamers from ******* up their system, or they stay safe until the roamers leave and then are left with a less bountiful system... It's their home system, they should be have to defend it beyond the 500 man CTA blob bullshit that is sov warfare...

4.) "Ouch my pocket book": Yes This isn't an issue with catching ratters, its an issue with the distribution of income sources within EvE.

I PvP a lot... and I prefer good fights where I don't know if I'm going to win or lose way more than ganking some random passerby. Getting those fights is NOT easy.... To get people to engage in PvP, I've found you need several things:

a.) You have to be engageable. I can fly any subcap in the game, but typically roam in frigates because people are more likely to engage me.... I regularly take out roaming gangs, and if I bring out BC's w/ logistics, the only people that engage are bigger and meaner gangs.... But if I bring out t1 cruisers I'm much more likely to find some people to engage...

b.) There needs to be a reason to engage. more often than not, they'll try to chase my rifter away using BCs with falcon and logistic support. The primary reason Agony's Lived in Syndicate for so long is because there are many nearby groups willing to ship up and come out and play . The truth is 90% of Sov Nullsec is full of carebears that just want to grind up assets.... the actual number of PvPers in this game is pretty low...

In my mind, Nullsec resources should be plentiful that you can farm up a drake within 1-2 hours, and losing that drake should be no big deal... I know of certain Nullbear alliances that FORBID their players from willy-nilly engaging hostiles. I know of several alliances that forbid flying in space when there is an afk cloaker in system, etc, etc, etc.... THATS ********.... and any mechanic that makes silly corporation like this unable to operate in nullsec is a very good thing...


Sorry i had to edit your post a bit to fit the character count. I do not believe i have changed your message in any substantial way.
1.You misunderstand me when i say that about pvp, I dont mean that nullbear armageddon or anything, i Just mean that you wont get the people that are hiding to stop hiding.adding a ten second delay will mean that they warp out even faster and the people that you do catch, will be the ones that do the exact same things as they do now.

2. My friend in his tengus is exactly the point. make it so you need another ship and hes gonna get another account. make it so you need ten ships and it will be run by 3 actual people. make it need a fleet? it may never get run or it will take five people in specialized ships running it. none of them will engage a small roaming gang.

3. make it a anchorable and destructible module sure. but its a stupid idea if its not, i wonder how long it will take for someone to figure out a way to make it a perminate addition to afk cloaky ships. cause you cna be sure that this would be abused as all hell

4. well sure, dont imagine though that im saying that other things dont need to be nerfed, but it seems that attempting to increase the amount of nullbear ships destroyed will just mean that fewer try it and/or hide better.


a) yes, t1 cruisers will get engaged pretty often, by t2, bc gangs more often then not. thats not something thats easily fixed and not something that these changes would fix.

b) hot drops and pve fitting. i bring a drake you bring ten ships, i bring ten ships you cry blob, it never ends. most of the time pve fits die horribly to pvp fittings. why bother? half the time people rat is to build up an armory for the next cta and the new ship requirements that the alliance has. or to pay for that plex..

Im going to have to respond to the ast bit on another post

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Kusum Fawn
Perkone
Caldari State
#30 - 2012-04-27 23:11:11 UTC
Gizznitt Malikite wrote:
The primary reason Agony's Lived in Syndicate for so long is because there are many nearby groups willing to ship up and come out and play (Props to the Syndicate Residents that regularly show up to fight!!)... The rotten, stinky truth is 90% of Sov Nullsec is full of carebears that just want to grind up assets.... the actual number of PvPers in this game is pretty low...
Most people in this game are afraid to lose their ships, and it's really, really pathetic.

In my mind, Nullsec resources should be plentiful that you can farm up a drake within 1-2 hours, and losing that drake should be no big deal... I know of certain Nullbear alliances that FORBID their players from willy-nilly engaging hostiles. I know of several alliances that forbid flying in space when there is an afk cloaker in system, etc, etc, etc.... THATS ********.... and any mechanic that makes silly corporation like this unable to operate in nullsec is a very good thing...




everyone pvp's consentual or not, this is eve remember?

not the point though.

People are afraid to lose their ships, and will continue to do so because they are expensive, its embarrassing, etc whatever. people don't like losing, tahts a fact of life. not changeable by this sort of mechanic change.

In nullsec the resources are there, but the security or ability to secure them are not. bears will be bears anywhere they are, and you cant force them to fight you. attempting to is futile as they will move back to empire, and null will be even more of the wasteland that it already is.

Want to get targets? make nullsec secure-able, add security measures to sov space so that traffic goes from sov space to hisec, give an alliance a reason to court mining groups. and a reason for mining groups to go out to null. as it stands there isnt any saftey for a ship that warps slower then a bs except through a good intel network and a fast "run to hide" button.

you can still roam through but it will be harder for you to stick around.

oh and the reasons that alliances tell people not to engage random roamers. or be active in afk locations, is to discourage roamers and afkers. if they dont get kills or see activity then they will eventually go to somewhere that there is. thats why they do it. If they gave silly kills to every yahoo that came into your system with a cyno, youd never have an empty system again.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#31 - 2012-04-28 01:38:55 UTC
Kusum Fawn wrote:
...you wont get the people that are hiding to stop hiding.adding a ten second delay will mean that they warp out even faster and the people that you do catch, will be the ones that do the exact same things as they do now.


Hiderz are gonna hide, but catching 1/20 ratters rather than 1/100 ratters is a big improvement for the roamers. I "hope" it improves enough to encourage more roaming gangs.

Quote:

Gizznitt Malikite: 2.) Occassionally I multibox to "solo" plexes in null.... and occassioinally I multibox in PvP too... However, most of the time PvP leaves too little wiggle room for multiboxing (unless your doing easy dps roles). So your friend multiboxing tengus is really not relevant!!!! What is relevant, is when I run the harder plexes with 3-4 corp mates, or WH's with 5-8 mates, or nullsec incursions with 9+ mates... We often stick around and fight when someone tries to crash the party. This is because we are already grouped up, organized, and ready to fight. My point is, a SINGLE person has little recourse against a small gang.... whereas a group of people, even in mostly PvE fit ships can put up a good fight against a small gang.

Kusum Fawn: 2. My friend in his tengus is exactly the point. make it so you need another ship and hes gonna get another account. make it so you need ten ships and it will be run by 3 actual people. make it need a fleet? it may never get run or it will take five people in specialized ships running it. none of them will engage a small roaming gang.


Some people "solo" run incrusions multiboxing... they are few and far between. If you up the difficulty/rewards of Sanctums and Havens to require 8 ships, then MOST of the time people will run them in groups (assuming they pay well). If people are already organized into a group shooting NPC's, it's a small step to start shooting other players... especially when those NPC's have WH/Incursion level AI's that switch targets...

Quote:
3.) The module idea: ....


Many of the nuances were hashed out in the thread I linked... This isn't the place to discuss it, but it does need to be balanced between the attackers / defenders in a manner that encourages its use as a small gang item...

Kusum Fawn wrote:

Hot drops and pve fitting. i bring a drake you bring ten ships, i bring ten ships you cry blob, it never ends. most of the time pve fits die horribly to pvp fittings. why bother? half the time people rat is to build up an armory for the next cta and the new ship requirements that the alliance has. or to pay for that plex..

People are afraid to lose their ships, and will continue to do so because they are expensive, its embarrassing, etc whatever. people don't like losing, tahts a fact of life. not changeable by this sort of mechanic change.


People are going to gank and blob, its part of the nature of this game. The only way you get people to be more reckless with their stuff, is if they care more about the fight than they do about their ship. The two ways this happens: a.) They have more resources than they know what to do with, or b.) They have goals they can accomplish while losing their ships. The random nullbear has no reason to fight, often grinding for capitals or plex rather than for a good fight. This is what needs to change... we need small gang oriented farms and fields to plunder and/or defend!!! People will defend their stuff when they have a reason to defend it. But what can a small roaming gang do in the current state of EvE? They can't RF a tower, they can't RF a station or its services, they can't effect system upgrades, nor PI, nor ... All the locals have to do is safe up, and then laugh as the marauders have nothing to maraude... We need livestock to steal, crops to burn, children to enslave, and wives to . . . And they should require fast action to save (<30 min). The more time people have to respond, the bigger the response, and the more likely a blob...

Kusum Fawn wrote:

In nullsec the resources are there, but the security or ability to secure them are not. bears will be bears anywhere they are, and you cant force them to fight you. attempting to is futile as they will move back to empire, and null will be even more of the wasteland that it already is.

Want to get targets? make nullsec secure-able, add security measures to sov space so that traffic goes from sov space to hisec...


That's like saying if you want new businesses to open, you have to remove the risk in opening a business... IMO, get that pansy I-want-really-low-risk carebear mindset OUT of NULLSEC. Take off the training wheels and experience the other side of the spectrum: I KNOW Businesses will open when the Rewards are greater than the risks. People will partake in very risky activities whenever they see a decent reward for doing so!!! Look at WH's... people setup shop there ALL THE TIME, and they don't have local, or some intel network to let them know when bad guys are coming!! For the majority of cases, the isk they earn easily covers the losses they have. If tomorrow, they quintupled the NPC bounties in nullsec, but removed local altogether... do you really think people would flee to empire??? Hmm... I could grind missions for a couple hours to pay for a drake, or I could shoot 12 BS Belt rats, or run one sanctum. (Note: I wouldn't support this, because the riches of nullsec should primarily be in resource collection, not isk!!)

Nullsec should be risky, but with rewards that justify the risks...

Corbin Blair
Doomheim
#32 - 2012-04-28 09:22:47 UTC
Gizznitt Malikite wrote:
The rotten, stinky truth is 90% of Sov Nullsec is full of carebears that just want to grind up assets.... the actual number of PvPers in this game is pretty low...
Most people in this game are afraid to lose their ships, and it's really, really pathetic.

In my mind, Nullsec resources should be plentiful that you can farm up a drake within 1-2 hours, and losing that drake should be no big deal... I know of certain Nullbear alliances that FORBID their players from willy-nilly engaging hostiles. I know of several alliances that forbid flying in space when there is an afk cloaker in system, etc, etc, etc.... THATS ********.... and any mechanic that makes silly corporation like this unable to operate in nullsec is a very good thing...

QFE. Disgusting behavior that needs to be ended. I like your idea about the anchorable incursion thingy.
Wolodymyr
Breaking Ambitions
#33 - 2012-04-29 02:55:34 UTC
I like the idea of group pve as a possible counter to getting jumped.

The one problem that would need to be addressed though, is the fact that you need to fit your ships differently for pve and pvp.

A bunch of incursion fit machariels, a webbing loki, and some 5/0 basilisks are great for grinding isk, but would make a poor home defense fleet.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

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