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Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Tyberius Franklin
Federal Navy Academy Gallente Federation
209
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Posted - 2012.06.18 20:09:00 -
[1] - Quote
Thor Kerrigan wrote:You guys have it wrong. NPC corps should be in a constant war-dec towards their opposing faction's NPC corps. For example, all Caldari-based NPC corps are at war with Gallente-based NPC corps.
*Leave the Noobcorps alone though (They usually end with "academy" or something)*
The catch is, The NPC faction police would open fire on their respective enemies. So all Caldari-based NPC corp members would be "red flashy" in Gallente space, making griefing extremely hard using these mechanics. PVP would be possible and would happen in a more "guerilla-style" type of encounter or on "neutral grounds" - in this case, amarr or minmatar space. You would probably need to change the default Gallente corp from the Scope to something else then. Most war correspondents I've seen would make terrible frontline combatants. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
209
|
Posted - 2012.06.18 20:35:00 -
[2] - Quote
Nicolo da'Vicenza wrote:...NPC corps don't protect newbies in any way shape or form, they just punish the newbies who want to socialize in an MMO... How exactly are they punished? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
211
|
Posted - 2012.06.18 20:57:00 -
[3] - Quote
Nicolo da'Vicenza wrote:By moving much of the high-yield targets outside the purvue of a wardec, it's the newbies who don't know how to evade wardecs that eat the brunt of highsec PVP. By making all players equally wardecable, the pressure on ganking newbies is decreased, while the pressure on ganking cargo-laden freighters and pimpfit ratters once under NPC corp protection is increased. An interesting point. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
211
|
Posted - 2012.06.18 21:40:00 -
[4] - Quote
Simi Kusoni wrote:Kimmi Chan wrote:OK so to sum up.
We're talking about making it possible to declare war on an NPC Corporation?
Here is what I envision happening.
Wardeccer Corp declares war on Caldari Provisions. Everyone in Caldari Provisions stops doing anything, sits in station, and plays Skill Queue Online until war is over.
You can not force someone into a fight. A more productive endeavor might be to look for someone who does want to fight. Players hiding in the NPC Corps are hiding there to avoid wardecs. Making the corp war-deccable does not change the fact that the player does not want to engage in that activity and they will either wait it out in the station or unsub. In either case, you are not increasing your number of targets. I think the conversation has gone more toward heavier penalties for older players who remain in NPC corps/NPC corp alts. The end result probably hold true in both situations. Either NPC corps become decable and people dock up and play skill queue online or they leave due to conditions becoming more restrictive, go to a player or 1man corp and play skill queue online when dec'd. For those that want to avoid fights, it doesn't matter where it's done. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
211
|
Posted - 2012.06.18 21:53:00 -
[5] - Quote
Kyle Valentine wrote:I have good standings with all empires, and activities in each four. I don't want to fight my beloved friends ! Let me be a simple citizen who pay his taxes for protection, without corp. Or let me join the Interbus. I will do it now if I can. EVERYONE! PILE ON THE INTERBUS! |

Tyberius Franklin
Federal Navy Academy Gallente Federation
211
|
Posted - 2012.06.18 22:13:00 -
[6] - Quote
Simi Kusoni wrote:Those that want to avoid fights via corp hopping and in-game police protection are probably playing the wrong game. When loss has a price, loss aversion, and as a result combat aversion, is to be expected I'd think. Fortunately the game seems to afford other activities than ship to ship PvP. If this weren't the case, then perhaps I'd have to agree. As things currently are, it makes sense to avoid something which assures loss and holds no benefit. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
214
|
Posted - 2012.06.18 23:55:00 -
[7] - Quote
Simi Kusoni wrote:Of course, and I primarily engage in those "other" activities. I spend most of my time in game running complexes and wormholes, and I am extremely paranoid and risk averse when I do so.
But at the same time I recognise the fact that the market, and indeed Eve in general, relies on a certain level of ship destruction. Risk free PvE results in the kind of mudflation we have seen in recent years, and it needs to be hit on the head before it becomes a genuine issue.
Not to mention the fact that, let's be honest, PvE in this game simply isn't challenging. While we may at times hate that we are being hunted whilst we are trying to make our billions, this is where the fun comes from. The challenge of making all that ISK, despite people trying to stop you. True as this is, things like "the nature of the game" or "economic needs" still create inclination for an individual to subject themselves to loss unless at need or risk of losing something they value greater. Those come from other desires within the person themselves. My initial response was more to the somewhat commonly put forth notion that not enjoying ship to ship PvP specifically, and actively avoiding it is an indication that one is playing the wrong game.
I like this game for other reasons entirely than "PvP in every act" or the player driven market, but those do help contribute to my enjoyment of the game as it gives a self sustaining life to the game and it's players. As you say risk does at times provide some sense of achievement, but a goal in and of itself it is not. In the end I could just be doing it wrong, but it was my thought that, if you could get away with it, there was no wrong way to play.
Perhaps I was mistaken. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
214
|
Posted - 2012.06.19 00:42:00 -
[8] - Quote
Simi Kusoni wrote: There is no "wrong way to play", but game mechanics and game design philosophies are something decided out of game.
Everything is allowed within the mechanics of the game, but when it comes to discussions on what those mechanics should be anything goes. It is important however to remember, as many people on these forums are liable to forget, that there is no disconnected "I'm not effecting anyone else" play style.
Everyone in Eve has an impact, whether they are impacting the market and actively causing mudflation or driving new players away via griefing. As such mechanics must, at times, be designed to limit the negative impact of certain play styles.
No doubt the game mechanics and philosophies have certain goals in mind, but those goals often assume things about player goals. When players goals and/or means of pursuing them don't fall in line with what you had in mind, what do you do? Do you accept it and admit that the nature of the game you created opened this unforeseen possibility? Or do you forcefully guide and correct their way of play, creating camps of those that are doing it right and those that aren't? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
214
|
Posted - 2012.06.19 00:45:00 -
[9] - Quote
Kyle Valentine wrote:There's a solution to deal with multiples accounts. A security standings lost (with a warning window) when you deal (by contracts, market, etc.) with a character with a negative status. If you deal with criminals, you're certainly one of them ! How does one prevent sale to someone with negative security status on the market or a public contract? |

Tyberius Franklin
Federal Navy Academy Gallente Federation
214
|
Posted - 2012.06.19 02:50:00 -
[10] - Quote
Simi Kusoni wrote:Asuri Kinnes wrote:Nicolo da'Vicenza wrote:New EVE players are the ones that suffer now, because they are the ones who tend to hop in swiftly stomped newbie player-owned corps while the PVE alts of veterans grind away in NPC corp safety. New players are punished for wanting to socialize in an MMO to the benefit of vets under the current system. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players. An interesting argument, given how common it is for older, richer players to argue that NPC corps are necessary for the protection of new players. Those players should have long ago acquired the knowledge means to fight back or rationalized not doing so. New players on the other hand... |
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Tyberius Franklin
Federal Navy Academy Gallente Federation
214
|
Posted - 2012.06.19 02:58:00 -
[11] - Quote
Crove wrote:This argument has nothing to do with new players, since it was explained on page one that we're talking NPC corps, not noob corps.
So, please explain to me what the benefit is of having a wardec-avoidance / spy haven mechanic. Right now that's all NPC corps are. They are a place to put alts that can't be retaliated against (in any practical manner) and a place for losing corps to put members to avoid a war. Both of those negate perfectly legitimate and balanced game mechanics and replace them with arbitrary and unfair mechanics.
How is that good? Dunno, wardecs are pretty arbitrary for one of the parties, and seeing as those are the only actual benefit of being there, well...
Also, what do you mean by "spy haven?"
Edit: What about those who never left the noob corp? |
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