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Author |
Thread Statistics | Show CCP posts - 4 post(s) |

StuRyan
Assisted Homicide Ace of Spades.
43
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Posted - 2012.05.05 01:52:00 -
[1] - Quote
Here we go again, null sec players whinging about high sec. Can i remind you elitist ignorant narrow minded cowards - that in the event of people randomly working together to achieve a common goal, they should be rewarded... It is human nature to try and do things quicker and more efficiently so why do we constantly track backwards in eve when people do this?
VG sites were capable of being "Blitzed" becuase of a number of reason: 1. People invested in their equipment to make the job quicker 2. People worked together in their hundreds - whole communities were created to make isk and whole communities were created when supposidly the economy was breaking with all that extra isk pffffft. and finally 3. It was the only source of PvE that people could get into quickly make a few sites and experience other parts of the game.
How is that any different to real life.... we use a process to get something done and we are constantly looking to tune the process...
For the love of god will you move away from this Bullsh1t model of Risk versus Reward.... This model is so far of the truth in eve in so many ways i get embarrassed everytime i read a "but its RvR, we deserve more"..... STFU... Ability to work together versus Reward is one you should be concentrating on. and while you are at it... Have you ever considered looking at the demographics of average players per Prime time, Average corp size, average time in game per evening,??? It may show you that a lot of people who play the game for hours upon hours in null sec move to high sec to create isk -> call me obvious but that is a damn issue with null sec.... null sec is broken becuase vast regions are unpopulated and useless.... it is human pschology that when people make a choice in how they are going to play the game the "availability" of product / service is a high characterist when making the choice.
AND FINALLY - the issue isn't or wasn't in pay out per hour.... it was the ability for people to jump in sites and "blitz" them.... Blitzer fleets carried two notable signatures: Legion Fleet or Mach Fleet...... I dunno, is it really that obvious that perhaps these ship types shouldnt be allowed in VG sites...
All i would want is for people to get over this perception that High sec is safe.... it doesnt matter where you are in the game null sec low sec high sec wh space there are mechanics in all of these scenarios that makes jumping into a ship in high sec just as risky as jumping into a ship in null sec or low sec.... There is no diference.
Wha would i do?
Simply make VGs a site that is a stepping stone towards the more difficult ones and not allow the tier 2 BS in the sites... Conventional BS gangs cleared the sites in 10minutes+, I would even consider bringing the dificulty of assualts down making the numbers in assualt fleet such that its a VG fleet with 3 or 4 extra pilots. not like it is at the moment where it is 10. Have you ever tried recruiting 20 people? It takes forever again - another reason why assualts are not seen to be "ideal" for the time i have before the kids get back......
People like things to be quick not to be sat waiting for ever.... i like the idea of having assualts with 12 people (same as vgs) but those 12 have to without a shadow of doubt work together.... any split dps or incorrectly setup ship slows or even destroys the fleet. whilst VGs have the same risk - just not to the same degree. |

StuRyan
Assisted Homicide Ace of Spades.
43
|
Posted - 2012.05.05 12:24:00 -
[2] - Quote
Apolyon I wrote:StuRyan wrote:Here we go again, null sec players whinging about high sec. Can i remind you elitist ignorant narrow minded cowards - that in the event of people randomly working together to achieve a common goal, they should be rewarded... It is human nature to try and do things quicker and more efficiently so why do we constantly track backwards in eve when people do this?
VG sites were capable of being "Blitzed" becuase of a number of reason: 1. People invested in their equipment to make the job quicker 2. People worked together in their hundreds - whole communities were created to make isk and whole communities were created when supposidly the economy was breaking with all that extra isk pffffft. and finally 3. It was the only source of PvE that people could get into quickly make a few sites and experience other parts of the game.
How is that any different to real life.... we use a process to get something done and we are constantly looking to tune the process...
For the love of god will you move away from this Bullsh1t model of Risk versus Reward.... This model is so far of the truth in eve in so many ways i get embarrassed everytime i read a "but its RvR, we deserve more"..... STFU... Ability to work together versus Reward is one you should be concentrating on. and while you are at it... Have you ever considered looking at the demographics of average players per Prime time, Average corp size, average time in game per evening,??? It may show you that a lot of people who play the game for hours upon hours in null sec move to high sec to create isk -> call me obvious but that is a damn issue with null sec.... null sec is broken becuase vast regions are unpopulated and useless.... it is human pschology that when people make a choice in how they are going to play the game the "availability" of product / service is a high characterist when making the choice.
AND FINALLY - the issue isn't or wasn't in pay out per hour.... it was the ability for people to jump in sites and "blitz" them.... Blitzer fleets carried two notable signatures: Legion Fleet or Mach Fleet...... I dunno, is it really that obvious that perhaps these ship types shouldnt be allowed in VG sites...
All i would want is for people to get over this perception that High sec is safe.... it doesnt matter where you are in the game null sec low sec high sec wh space there are mechanics in all of these scenarios that makes jumping into a ship in high sec just as risky as jumping into a ship in null sec or low sec.... There is no diference.
Wha would i do?
Simply make VGs a site that is a stepping stone towards the more difficult ones and not allow the tier 2 BS in the sites... Conventional BS gangs cleared the sites in 10minutes+, I would even consider bringing the dificulty of assualts down making the numbers in assualt fleet such that its a VG fleet with 3 or 4 extra pilots. not like it is at the moment where it is 10. Have you ever tried recruiting 20 people? It takes forever again - another reason why assualts are not seen to be "ideal" for the time i have before the kids get back......
People like things to be quick not to be sat waiting for ever.... i like the idea of having assualts with 12 people (same as vgs) but those 12 have to without a shadow of doubt work together.... any split dps or incorrectly setup ship slows or even destroys the fleet. whilst VGs have the same risk - just not to the same degree. HS is safe, if you're not safe, you're doing it wrong
So is every other part of the game if you do it correctly. |

StuRyan
Assisted Homicide Ace of Spades.
43
|
Posted - 2012.05.07 14:27:00 -
[3] - Quote
This post is yet again turning into the "Risk versus Reward" - "high sec versus, low sec versus null sec" argument and to be honest its getting old.
The damn activity that is completed in high sec is the same activity that is completed in low sec and null sec.... they all require people to work together to achieve and recieve pay out. Low sec and null sec have a higher payout....May be they should be higher so that they are more attractive to people who want the "isk/hour" model.
The fact is high sec incursions have the highest density of players and it makes for fleeting up and getting going a hell of a lot easier than if it was in low sec or null sec simply becuase of the difficulty of moving into the areas.
People dont move to null sec becuase eve then becomes a military ran operation and if you think that is sustainable then great. If not the game is played in High sec flirting between trying to make ends meat and then being able to enjoy other aspects of the game.
There is a huge perception that becuase its in "high sec" its risk free - the fact is any aspect of the game that is done correctly is risk free... But there are many aspects of the game that require groups of people to work together.
Get over this Risk versus Reward model the game has evolved to the point now that "Group Based Activity versus Reward" is a more fitting model.
A simple mechanic to make it so once a group of people have achieved more than lets say 10 completed incursion sites in an hour the payout are reduced exponentially would certainly reduce payout....
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StuRyan
Assisted Homicide Ace of Spades.
43
|
Posted - 2012.05.07 15:48:00 -
[4] - Quote
Apolyon I wrote:StuRyan wrote:This post is yet again turning into the "Risk versus Reward" - "high sec versus, low sec versus null sec" argument and to be honest its getting old.
The damn activity that is completed in high sec is the same activity that is completed in low sec and null sec.... they all require people to work together to achieve and recieve pay out. Low sec and null sec have a higher payout....May be they should be higher so that they are more attractive to people who want the "isk/hour" model.
The fact is high sec incursions have the highest density of players and it makes for fleeting up and getting going a hell of a lot easier than if it was in low sec or null sec simply becuase of the difficulty of moving into the areas.
People dont move to null sec becuase eve then becomes a military ran operation and if you think that is sustainable then great. If not the game is played in High sec flirting between trying to make ends meat and then being able to enjoy other aspects of the game.
There is a huge perception that becuase its in "high sec" its risk free - the fact is any aspect of the game that is done correctly is risk free... But there are many aspects of the game that require groups of people to work together.
Get over this Risk versus Reward model the game has evolved to the point now that "Group Based Activity versus Reward" is a more fitting model.
A simple mechanic to make it so once a group of people have achieved more than lets say 10 completed incursion sites in an hour the payout are reduced exponentially would certainly reduce payout....
I call it BS thousand of folks fighting to protect space and they get is 60~70m/hr ratting in null 20~30 dudes fight to hold the wh system, making over a bil/hr but have to split between 10 dudes in the ops but still have LIMITED resource, not account in hassle of logistics where is the "Group Based Activity versus Reward" ?????
Quote:thousand of folks fighting to protect space and they get is 60~70m/hr ratting in null
Ratting is an activity carried out on your own... Don't give me the bullshit of ratting is a group based acitivity becuase its not a lot of sites can be completed on their own. You also have moons that can be capped and mined let alone moons that have no resources that still can be capped and some sort of passive income is created. This again is an acitivity that you can complete on your own.
Quote:20~30 dudes fight to hold the wh system, making over a bil/hr but have to split between 10 dudes in the ops but still have LIMITED resource, not account in hassle of logistics
Wormhole space is another part of the game i wish would recieve some luvin' again - this was very much the source of "null sec being stagnant and boring".....
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StuRyan
Assisted Homicide Ace of Spades.
43
|
Posted - 2012.05.07 17:44:00 -
[5] - Quote
Herr Ronin wrote:StuRyan wrote:This post is yet again turning into the "Risk versus Reward" - "high sec versus, low sec versus null sec" argument and to be honest its getting old.
The damn activity that is completed in high sec is the same activity that is completed in low sec and null sec.... they all require people to work together to achieve and recieve pay out. Low sec and null sec have a higher payout....May be they should be higher so that they are more attractive to people who want the "isk/hour" model.
The fact is high sec incursions have the highest density of players and it makes for fleeting up and getting going a hell of a lot easier than if it was in low sec or null sec simply becuase of the difficulty of moving into the areas.
People dont move to null sec becuase eve then becomes a military ran operation and if you think that is sustainable then great. If not the game is played in High sec flirting between trying to make ends meat and then being able to enjoy other aspects of the game.
There is a huge perception that becuase its in "high sec" its risk free - the fact is any aspect of the game that is done correctly is risk free... But there are many aspects of the game that require groups of people to work together.
Get over this Risk versus Reward model the game has evolved to the point now that "Group Based Activity versus Reward" is a more fitting model.
A simple mechanic to make it so once a group of people have achieved more than lets say 10 completed incursion sites in an hour the payout are reduced exponentially would certainly reduce payout....
There is some of us who like High sec, We play this game in HOW WE WANT TO PLAY IT, <-- Read that. Now HTFU
Take your HTFU insult elsewhere and read the damn post prick... |

StuRyan
Assisted Homicide Ace of Spades.
43
|
Posted - 2012.05.07 18:01:00 -
[6] - Quote
Herr Ronin wrote:StuRyan wrote:Herr Ronin wrote:StuRyan wrote:This post is yet again turning into the "Risk versus Reward" - "high sec versus, low sec versus null sec" argument and to be honest its getting old.
The damn activity that is completed in high sec is the same activity that is completed in low sec and null sec.... they all require people to work together to achieve and recieve pay out. Low sec and null sec have a higher payout....May be they should be higher so that they are more attractive to people who want the "isk/hour" model.
The fact is high sec incursions have the highest density of players and it makes for fleeting up and getting going a hell of a lot easier than if it was in low sec or null sec simply becuase of the difficulty of moving into the areas.
People dont move to null sec becuase eve then becomes a military ran operation and if you think that is sustainable then great. If not the game is played in High sec flirting between trying to make ends meat and then being able to enjoy other aspects of the game.
There is a huge perception that becuase its in "high sec" its risk free - the fact is any aspect of the game that is done correctly is risk free... But there are many aspects of the game that require groups of people to work together.
Get over this Risk versus Reward model the game has evolved to the point now that "Group Based Activity versus Reward" is a more fitting model.
A simple mechanic to make it so once a group of people have achieved more than lets say 10 completed incursion sites in an hour the payout are reduced exponentially would certainly reduce payout....
There is some of us who like High sec, We play this game in HOW WE WANT TO PLAY IT, <-- Read that. Now HTFU Take your HTFU insult elsewhere and read the damn post prick... You mad little boy?
Only with dip ***** like you. If you read the post properly may be that single cell in your brain would have realised that I too like high sec.. BUT hey you lost all credibility with me when you posted an insult. so move on..... |

StuRyan
Assisted Homicide Ace of Spades.
43
|
Posted - 2012.05.07 22:47:00 -
[7] - Quote
Asmodes Reynolds wrote:StuRyan you make a good point .(Sarcastic).
Eve online already runs on the"Group Based Activity versus Reward" model. The "risk versus reward " way of thinking facilitates interesting and dynamic gameplay such as Griefing, thievery, infiltration, spying etc. It also adds trust as a variable/commodity all of these things make Eve a great game and not just another wow in space. Like the new SWTOR (Star Wars the Old Republic MMO).
Now before you jump down my throat, let me lay it out for you in layman's terms. Any task that is risky is always safer with more people. If those people are properly organized that task becomes even safer. That i how Major Alliances are able to to hold sovereignty, which we need in order to operate the sovereignty upgrades to allow our members to have any marginal increase in income over high sec. These upgrades were moved/built and installed by our logistics team. Our PVP fleets keep our space clear of hostile so that we can make money when we need it. Our intelligence network(containing Intel channels, voice communications, and many other goodies both in game and out) helps to keep our members safe and instruct our fleet commanders where there are people to shoot. We are able to manage all of this, through our out of game infrastructure (Mumble,Jabber, forums) which are on a Web server that one of our alliance members has donated to us. All of these services are fed information and maintained by players(our members). If you are Ratting/Mining in a sovereignty system you are you are protected by information. This information is collected presented to you by your fellow alliance mates and their allies and present it to you via our intelligence infrastructure.
In a major 0.0 alliance at all times100 - 500 people reporting Intel infrastructure. Yes 0.0 Ratting is a solo activity, if you are only counting what's happening on in the immediate area (on grid). However if you take into account all the time and effort it took to set up the infrastructure, to keep the intelligence flowing and up-to-date.It takes a lot of organization to keep that space safe enough in order to rat in the first place. It is most definitely a group activity. The amount of that organization would put a small military operation to shame. And this is all done by volunteers. Which you would have known if you've ever spent any time in any alliance that held sovereignty for any reasonable amount of time not hiding, under Concordes skirt.
The risk versus reward way of thinking encourages people to work together in groups to get higher rewards , so that would lead me back to the point I proved above Eve online already runs on the"Group Based Activity versus Reward" model. Understand my point yet. In high sec you don't truly need to trust in the people you're flying with. If they shoot you Concorde will kill them. Everywhere else below 0.5 They could shoot you without game mechanics automatically killing them. Every activity with few exceptions that is done in space outside of high-sec is a group activity on some level. Even something simple like traveling. Traveling, to do this for any amount of safety you require scouts and/or Intel channels (which might consist of your alts), but that is still a group activity. There were people who 10 boxed in incursions....
If you don't understand it by now there's no helping you. Go play WoW or SWTOR you might have more fun. Now back to the actual topic
As far as incursion balancing the CCP must make up their mind what they want incursions to be. So if we want some progress we should get CCP to decide what they want it to be that way it doesn't become an abandoned feature that hardly anybody uses. Examples of good questions are:
What does CCP intend incursions to be?
Do you want them to draw conflict between null-sec and low-sec entities or low sec and high sec entities or both?
Do you intend them to be just an alternate activity to the existing PVE mechanics or do you wish them to pay out more?
Where do you intend that the bulk of the incentives to run these to come from?
Because CCP will do what they want because this is their game, we just play it. We can try and shape it but calling the dev stupid is not a way to ingratiate yourself to someone with the power to make or break your game experience. Use your brain people.
Nice read GÇô Let me point out a few things:
When writing a post in a discussion it is good practice not to assume.
Since I have been involved in high sec groups, low sec groups, worm hole groups and null sec groups I have a varied background and am perfectly capable of contributing without sounding condescending, something that you may wish to consider when contributing to a discussion.
From all that writing I took the following points: Group based activity versus Reward already runs. Null sec is condemned to hundreds of people working together to achieve an infrastructure. Infrastructure is used to secure a higher ISK/Hour.
Question then GÇô Why do I see a lot of Test Alliance pilots in High sec running Incursions?
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StuRyan
Assisted Homicide Ace of Spades.
43
|
Posted - 2012.05.18 23:00:00 -
[8] - Quote
should have stopped at making it so the tier 2 bs were more useful in assualts and the vg sites were for traditional bs...
since it was the tier 2 shiny fleets that were farming the vg sites.
That is all that was needed.
PS: we are a group of people who dont get to spend hours in game and still want to pvp, now its getting harder to make isk to pvp...
Corp is split with running wh's and missioning of which neither can be classed as a group activity (apart from setting up a wh as your home) which then means we stop pvping.
Just as an example of a player who can no longer sit at a computer all night. We kill well or die laughing * UK PVP CORP RECRUITING * Please join AHREC |
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