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Author |
Thread Statistics | Show CCP posts - 72 post(s) |

Villani Capelli
Knights. Templar The Knights Templar.
1
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Posted - 2012.10.15 22:04:00 -
[1] - Quote
Clearly there are so much exploits with this kill rights proposed system that CPP won't implement this way. Sometimes you create a "draft" after one internal meeting and throw to the community for validation, it's faster.
They are trying to eliminate 1x1 flagging from the system, trying to reuse the suspect flag for this. I really like the new global suspect flag, but it will be useless for kill rights.
I think that making kill rights tradable is a better option. And I also think that the value of destroyed items should be used in the mix. I like any idea who allows the creation of bounty hunting corps.
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Villani Capelli
Knights. Templar The Knights Templar.
1
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Posted - 2012.10.15 22:07:00 -
[2] - Quote
Lord Zim wrote:Villani Capelli wrote:Clearly there are so much exploits with this kill rights proposed system that CPP won't implement this way. That's what we said about FW too. How did that turn out? What makes you think this time will be different?
I want to believe. |

Villani Capelli
Knights. Templar The Knights Templar.
1
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Posted - 2012.10.15 22:40:00 -
[3] - Quote
My 5 cents, sorry about Engrish:
- Technically, create a templated item called Kill Right. This item will have GÇ£targetPlayerIdGÇ¥, GÇ£iskAmountGÇ¥ and GÇ£expirationDateGÇ¥ fields;
- When a ship is destroyed that would give a kill right, the system takes the ISK amount lost and divide proportionally with every player involved with the kill, by damage caused to the target. Number of players should have a hard max limit to avoid 1000 players doing 10 damage each to a ship and a creation of 1000 kill rights;
- Of course CCP will have to use some kind of less exploitable ISK value calculator, to avoid market manipulation. I think they are working on it;
- The system creates one Kill Right item for each attacker and delivers somehow to the killed player. Maybe drop it at your home station, claimable, I donGÇÖt know how;
- This kill right item would be a consumable that can be used several times. When you use this item, you gain one of the following, to be decided which implementation is better:
1- Every time that the kill right target is at the same space pocket that you are, they automagically get a suspect flag. Everyone can attack (reusing flag system, without 1x1 flags);
2- You gain a 1x1 flag against the target. Only you or corp can attack;
- When the ship of the target of kill right is destroyed, the system check everyone involved in the kill and discount the ISK amount from every Kill Right item. The item vanishes after X days or ISK amount <= 0. This is problematic, I still donGÇÖt think of an easy way to GÇ£findGÇ¥ every Kill Right item associated with the players involved with the kill;
- As other templated items, only tradable by Contracts. Implement new search fields to search by target name and ISK amount.
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Villani Capelli
Knights. Templar The Knights Templar.
1
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Posted - 2012.10.15 23:49:00 -
[4] - Quote
Villani Capelli wrote:My 5 cents, sorry about Engrish:
- Technically, create a templated item called Kill Right. This item will have GÇ£targetPlayerIdGÇ¥, GÇ£iskAmountGÇ¥ and GÇ£expirationDateGÇ¥ fields;
- When a ship is destroyed that would give a kill right, the system takes the ISK amount lost and divide proportionally with every player involved with the kill, by damage caused to the target. Number of players should have a hard max limit to avoid 1000 players doing 10 damage each to a ship and a creation of 1000 kill rights;
- Of course CCP will have to use some kind of less exploitable ISK value calculator, to avoid market manipulation. I think they are working on it;
- The system creates one Kill Right item for each attacker and delivers somehow to the killed player. Maybe drop it at your home station, claimable, I donGÇÖt know how;
- This kill right item would be a consumable that can be used several times. When you use this item, you gain one of the following, to be decided which implementation is better:
1- Every time that the kill right target is at the same space pocket that you are, they automagically get a suspect flag. Everyone can attack (reusing flag system, without 1x1 flags);
2- You gain a 1x1 flag against the target. Only you or corp can attack;
- When the ship of the target of kill right is destroyed, the system check everyone involved in the kill and discount the ISK amount from every Kill Right item. The item vanishes after X days or ISK amount <= 0. This is problematic, I still donGÇÖt think of an easy way to GÇ£findGÇ¥ every Kill Right item owned by the players involved with the kill. Maybe the suspect flag could store the original Kill Right item id;
- As other templated items, only tradable by Contracts. Implement new search fields to search by target name and ISK amount.
Other advantages:
- Lore and environment integration: the Kill Right will be an item, an authorization given to you by the police;
- CCP can choose to allow trading or not, by contracts. Trading will create a new market, but can also allow friends of the target to buy and hold the kill right until it expires. If CCP implements the activation of the global suspect flag path when using a kill right item, It will be a nice item to hold instead of trade;
- Probably the target will also have bounties on him (new system), which will make the kill right more attractive for purchase by future bounty hunting corps;
- If you illegally kill a low value frigate, you probably will lose more ISK when you are killed though kill right activation. But since you didn't destroy a lot of ISK, your death will cause the Kill Right item to fulfill and vanish;
- if you destroy 1 billion worth of ISK, probably your kill right will last the entire 30 days (or other period), even if you get killed using low valued ships several times during this period. Fair;
- Tech complexity lies on the creation, activation and fulfillment of this new Kill Right item. The rest remain unchanged, not big interface changes.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 06:03:00 -
[5] - Quote
Grey Stormshadow wrote:Hint part:
Total fail of fail boat highlights part 2: People are not supposed to get any global criminal flags (or suspect flags as you put it) randomly and without warning just for the kicks. If bounty hunters have accepted contract and have the derived kill right that is well enough for bounty hunting feature. Leave the flagging to crime watch and actual in game events what take place when the fight is on.
By your logic, highsec players should be shielded from suicide ganking too. They lose ships without any warnings, with little consequences for the player who suicide killed them.
I'm not saying that I agree with the current proposed system, I have my own suggestions. But if you CHOOSE to illegally kill someone in highsec, I think its fair enough that you receive the same treatment. Or be away from highsec for 30 days.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 07:33:00 -
[6] - Quote
Destiny Corrupted wrote:Villani Capelli wrote:Grey Stormshadow wrote:Hint part:
Total fail of fail boat highlights part 2: People are not supposed to get any global criminal flags (or suspect flags as you put it) randomly and without warning just for the kicks. If bounty hunters have accepted contract and have the derived kill right that is well enough for bounty hunting feature. Leave the flagging to crime watch and actual in game events what take place when the fight is on.
By your logic, highsec players should be shielded from suicide ganking too. They lose ships without any warnings, with little consequences for the player who suicide killed them. I'm not saying that I agree with the current proposed system, I have my own suggestions. But if you CHOOSE to illegally kill someone in highsec, I think its fair enough that you receive the same treatment. Or be away from highsec for 30 days. First of all, how is getting blown up by CONCORD not a consequence? Now, let's make some comparisons: The gank victim has situational awareness (local, d-scan, standings for known ganking characters/corporations) as a warning mechanism. The ganker doesn't, because instead of select people (usually outlaws flying destroyers), he is susceptible to engagement from anyone. The gank victim receives an insurance payout. The ganker does not, and also loses security status. The gank victim has a chance of losing his ship, because not all ganks are successful. The ganker is guaranteed to lose his ship to CONCORD. The gank victim is engaged by a limited amount of people. The ganker can be engaged by everyone in the system. The gank victim is able to deter ganks by fitting a tank, or not carrying too much stuff in a single load. The ganker can't deter assault through kill rights because all factors, such as the kill right cost, are out of his control. The gank victim only takes a loss if the gank is successful. The ganker receives all of his losses and penalties up front, the instant he fires his first shot. After looking at these comparisons, are you still willing to claim that the ganker is not getting equal treatment, or in fact worse treatment, than his victim?
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 15:15:00 -
[7] - Quote
Destiny Corrupted wrote: Your attitude is literally poison for this game.
Highsec ganking, suicide bombers, bait, scams, you name it.
I sense a little bit of worry by you, if this game ever eliminate theirs scams, baits and creates a more safe environment for non-pvp players.
I wanna see this game jumps for 50k active players to 200k active players. But for that to happen, CCP needs to support more play styles and get out of the underground stigma. The way it is today, the new player gets the felling that CPP fully support all of this.
Your attitude is literally poison for this game.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 15:29:00 -
[8] - Quote
Destiny Corrupted wrote: Smartbombs are an exception for ganking barges, so I wasn't entirely accurate in my reply. I was really thinking of smartbombs in relation to gates and stations, where you can find profitable haulers.
You can say whatever you want, but we all know that highsec players keep losing ISK without almost any consequences for the attackers. You can name it different ways, but it happens a lot.
There are loads of players that (rage) quit after losing high vale stuff in high-sec after some months playing. This is bad for the entire game. And this game could and can support several kinds of players with some changes.
I lost several ships on null, lowsec PvP, but every one was a calculated risk. And I'll keep going for more PvP. Fine for me. I just don't agree that this game should continuing supporting can flipping, loot stealing, bombing of carebears with (almost) no consequences.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 15:36:00 -
[9] - Quote
Tippia wrote:Villani Capelli wrote:I wanna see this game jumps for 50k active players to 200k active players. Good news: it already has that many. It already supports all play styles, and CCP does indeed fully support all of them GÇö ganking and scamming included. It is also a PvP game, so if non-pvp players are looking for a safe environment, they should probably look at the X series instead.
So EVE is at his maximum player amount? No room for more?
To bring and keep more players, we need to get out this nasty scamming stuff from the carebears. Compared to other games out there, EVE revenue is low. Lets bring more carebears and let then became PvP players when they want, if they want.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 15:42:00 -
[10] - Quote
Bodega Cat wrote: No body that logs on is an innocent and everybody catches a beat from time to time. It will never change, and it shouldn't. This game would be entirely different if it did.
You should write novels.
There are innocent beginner players. But they don't last very long, some of them quits after his fist highsec big ISK lose.
Why big games out there have non PvP areas? Because is good for the $. No one can argue with that. You really think that the same amount of players would stay in WoW, GW, Lotro (name it) if they lose half of their gear on a suicide kill in a "safe" zone? |
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 15:53:00 -
[11] - Quote
Tippia wrote:If there are no consequences, it's because the victims choose to make it so. They have the power to enforce or void the consequences built into the system, and if they choose the latter, it's hardly the system's fault.
Sorry man, no new player is gonna read 100 wiki pages to avoid scams. A game is just a game for some people. If the game is harsh, they just quit. CCP still cares about new player experience, keeps updating and improving tutorials. And I like the new changes, not all, but most.
Quote:Quote:To bring and keep more players, we need to get out this nasty scamming stuff from the carebears. No, we really don't. What we need is for the carebears in question to stop assuming things that are not true and learn how the game works so they can start making intelligent and informed decisions. This game doesn't need to get rid of GÇ£nasty scamming stuffGÇ¥ any more than Counter Strike needs to get rid of GÇ£nasty face-shooting stuffGÇ¥: just because there are fresh produce around on CS_Italy and just because farmville has a massive audience doesn't mean that CS needs to protect people from being shot in the face while they sort melons.
That escalated quickly.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 15:56:00 -
[12] - Quote
Quote:Quote:Compared to other games out there, EVE revenue is low. Source?
Really? You really thing EVE revenue is higher than WoW and alikes?
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 16:01:00 -
[13] - Quote
Bodega Cat wrote: What you don't seem to appreciate and where we diverge is, I believe a game cannot be both. It cannot be a systematically cyclical, open world, economically sustainable player interaction-centric (thus pvp) game, and also have nice little neat corners were people can feel warm and safe and not participate with the other in forever. You are asking lions to lay down with sheep.
The people that quit after their first big loss, cannot be successful EVE players, they know it, and we know it. Its not that big of a deal, they'll find other games that suit them.
Now I can agree with you. I don't want a 100% safe zone, I just want harder consequences for blowing away ISK in highsec. Or else we narrow this game down to a small slice of players that fully embrace its risks, like me.
For instance, I don't think that lowsec actions should grant a killright the way they are proposing.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 16:07:00 -
[14] - Quote
Tippia wrote:Quote:That escalated quickly. GǪif by escalated you mean remained the same as ever, yes: EVE, like all games, is something you need to learn how it works. If you choose not to and then gets confused about it not working like you assumed for no reason whatsoever that it would work, then the problem lies with your assumption, not with the game. Your operating on incorrect guesswork is not a reason to change the game to make your guesses correct GÇö it's a reason for you to stop guessing.
As I never played WoW, I will assume that the learning curve of both games are the same.
Tippia wrote:Quote:Really? You really thing EVE revenue is higher than WoW and alikes? No. I'm asking you for a source.
Sorry, I don't have a source, but everyone knows, including you and CCP directors/managers that WoW revenue is bigger than EVEs. Send an e-mail to both companies asking the exact number.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 17:38:00 -
[15] - Quote
Tippia wrote:Villani Capelli wrote:As I never played WoW, I will assume that the learning curve of both games are the same. GǪand that is relevant, how, exactly? Aside from showing that you're fond of making assumptions that don't quite pan out, I meanGǪ Quote:Sorry, I don't have a source So that's even more assumptions then, and pretty silly and uninformative ones at that. Goodie.
Harder learning curve = few players.
Its not an assumption, its a fact. WoW revenue is higher than EVEs. I even searched some material for you.
http://www.forbes.com/sites/afontevecchia/2012/08/02/world-of-warcraft-guild-wars-2-and-vivendi-activisions-achilles-heel/ http://www.ecommercetimes.com/story/55135.html
I think this new changes, with some tweeks, are good for the game and bringing (and keeping) new players / $.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 17:48:00 -
[16] - Quote
Lord Zim wrote:CCP Tallest wrote:Karl Hobb wrote:3. Please explain why a "bounty hunter" would want other people able to shoot the target they're trying to collect a bounty on. 3. Because he is in a fleet. Let's pretend I'm Joe ******* who shot a guy to death in his mackinaw. Let's pretend Joe Space Popsicle put up his killright for public sale. Let's pretend I go to Jita. I undock, some lone guy activates the killright. Are you going to tell me that everyone else who's now suddenly shooting me are "in a fleet" with "the bountyhunter"?
I don't know about that, but if you shot a guy to death in his mackinaw, you deserve this kind of treatment. Go find a true PvP target. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 17:49:00 -
[17] - Quote
DJ P0N-3 wrote:Villani Capelli wrote:As I never played WoW, I will assume that the learning curve of both games are the same. I take it you've never seen this, then.
Very nice :) |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 17:58:00 -
[18] - Quote
Quote:For instance, removing the sandbox from EVE would have the servers shut down in very short order. Reducing gameplay and supporting fewer play styles is not a good way to go for this kind of game.
Please, if you are the assumption police, don't post assumptions. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 18:00:00 -
[19] - Quote
Dersen Lowery wrote: I don't terribly mind the front-loading of consequences in high sec, but I don't think that should extend to lowsec.
I agree with you on this point. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 18:13:00 -
[20] - Quote
Tippia wrote:Villani Capelli wrote:Please, if you are the assumption police, don't post assumptions. Top tip: GÇ£assumptionGÇ¥ is something that is accepted as true without anything to suggest or prove that it might. A game with its sandbox as its main selling point losing its customers if it cuts down on the sandbox is not an assumption GÇö it's just the market. Reductions in gameplay and available play styles are exactly that: cutting down on the sandbox:yness of the game.
I did some market research and found that for each scammer, highsec suicide bomber and "baiter", EVE loses 3 other carebears. It's not an assumption, it's just the market.
No, seriously, do you really think that the number of carebears out there, just looking to fly a ship, do missions, mining and industry, without ever wanting to touch PvP is lower than the number of scammers?
I have friends that I introduced to EVE who left the game because of this "dark" aspect.
I want to keep the sandbox, players still need to get freedom of action. Just not freedom from consequences (at highsec). And I hope this new changes help to improve highsec playing.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 18:34:00 -
[21] - Quote
Reticle wrote:Villani Capelli wrote:I did some market research and found that for each scammer, highsec suicide bomber and "baiter", EVE loses 3 other carebears. It's not an assumption, it's just the market. Do us all a favor and link this "market research."
Do us all a favor, read the previous posts and read this: http://en.wikipedia.org/wiki/Sarcasm |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 18:42:00 -
[22] - Quote
Tippia wrote:No, it's neither. It's made up nonsense.
Why are your market facts better than mine?
Quote:It's not a reason to remove or even reduce the main draw of the game.
Assumption, arrest yourself. The "main draw" today could be turned into a different, 3x better "main draw" tomorrow. No one knows.
Quote:if you want to keep the sandbox, why do you want to remove gameplay and take away play styles?
By your logic, lets remove highsec from the game.
Quote:There's no reason to travel AFK, so why on earth would you? Why would I? Why would anyone?
What about this reason: boring 20 jumps from one system to another. It's a lot of fun having to click 'jump" 20 times and have to watch a ship go from one gate to another. Increasing penalties will allow more players to autopilot in highsec to transport some goods. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 19:11:00 -
[23] - Quote
Singulis Pacifica wrote:Well Villani, if you are stating this: Quote:Why are your market facts better than mine? You need to back it up. What is your research material. How did you come to your conclusion? That sort of thing. Blindly stating something without proper evidence is kind of what Tippia said: nonsense. A lot of politicians are good at that. Anyway, in regards to the topic at hand. I'm still against a bounty on everyone. I mean. Suppose some yokel puts it on newbies. The newbies won't get shot as they can't fly anything valuable. But the problem is that the bounty remains. So in order to remove it, we are going to ask new players to "oh sorry, some idiot put a bounty on you, fly to low-sec and have your ship destroyed X amount of times to remove it again" It's just weird. Wouldn't it be acceptable for everyone to put a timer on the bounty just like on a kill right?
Please, read the previous posts and follow the flow. I was just been sarcastic about some "market facts" that was posted previously.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 19:20:00 -
[24] - Quote
Tippia wrote:Nope. And again, trying to change your customer base has been tried (and failed) before.
So, you use statistics that were extracted using the current game mechanics to justify that we don't alter the game mechanics? How can you guarantee that new mechanics won't bring new players and change the statistics?
There are important data missing: "Why did you stop playing EVE", "What aspect of the game would you change if you could".
Some nice data: 45% of the players mostly play solo.
Quote:Clicking jump 20 times is a minute investment that reaps massive benefits
A minute? BS alert! |

Villani Capelli
Knights. Templar The Knights Templar.
2
|
Posted - 2012.10.16 19:27:00 -
[25] - Quote
I still think that the idea of a Kill Right in a form of an activable, tradable item (and considering ISK lost) would bring nice dynamics to the game. Even activating the global suspect flag, since bonty hunters could wait for the perfect time to activate the item. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 19:34:00 -
[26] - Quote
Tippia wrote:Villani Capelli wrote:So, you use statistics that were extracted using the current game mechanics to justify that we don't alter the game mechanics? No. I'm using statistics collected from the current players to show what the biggest draw of the game is, since you tried to claim that it was based on assumptions. Quote:A minute investment? Yes. GåôGåôGåôD GÇö a number of keystrokes that can usually be counted on the fingers on one hand. It takes less than a second to execute. Depending on the ship, an F1 (or even an F1 F1) might be appended as well bringing the investment up to, oh, 1.2 seconds instead. That's about as minute as they come.
So, you take a fictional game that 90% of the players are PvPers and conduct a pool. And you are surprised to know that the "main draw" for those players is PvP.
A better statistics will be: from a sampling from all potential online players (not only EVE), who likes this or that?
About AFK, master BS alert. You have to stay in front of the computer for the 20 jumps. Nice. Well, I don't think that the vast majority of online gamers enjoy doing that. CCP knows that and created autopilot.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 19:57:00 -
[27] - Quote
Tippia wrote:Villani Capelli wrote:So, you take a fictional game No. I take EVE. Do you have anything to bring to the table that isn't some insane troll logic strawman argument? Quote:A better statistics will be: from a sampling from all potential online players (not only EVE), who likes this or that? GǪwhich tells you nothing about what to do with EVE to make it live on and thrive. In fact, doing exactly what they've been doing has made it live on and thrive longer than most so far. What that survey would tell you is WoW, and WoW already has the WoW market saturated GÇö trying to replicate it means you lose, as every WoW clone in existence has shown. EVE has shown how to not do that and still be very successful. Moving away from a winning strategy and towards a strategy that has so far only ever ended in a loss doesn't seem particularly clever, now does it? The fact remains: the GÇ£darkGÇ¥ side of EVE has consistently shown to be one of its main draws, as has its freestyle sandbox gameplay. So why would you want to remove and reduce those for something that has been shown on multiple occasions not to work well? Quote:About AFK, master BS alert. Stop having so many bulls in your house then and the problem will go away. Whether or not other players can't sit in front of the game for 20 minutes is pretty irrelevant. The fact is that the categorical claim is false (as categorical statements pretty much always are). If they want to waste time (and assets) on the auto pilot, then that's their problem. I still don't travel AFK because there's no reason to.
Nice, when confronted with flaws in your argument, you stop to include your own quotes. You tried to use statistics to prove the statistics, that's why I shifted to a fictional game example, were 100% of the current players likes the game. Pretty obvious.
You need to understand that not everyone can stay in front of the computer for 20-30 jumps. So, your categorical statement "there's no reason to travel AFK" is false (as categorical statements pretty much always are).
Returning to the proposed changes:
The standard company manager way of thinking is: how can we bring more profit to the business? If you gain 10 players and lose 5 players, its a good thing. But you can't be 100% sure on how some change will impact the business until you do it, even with market research.
I think this changes are good for the game and will help bring and keep more players than lose players.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 20:27:00 -
[28] - Quote
Tippia wrote:Villani Capelli wrote:You tried to use statistics to prove the statistics No. I used the statistics to show what the draw of EVE is, since that's the point of contention. Inventing new games and inventing statistics for them because the reality doesn't agree with your wishes, and then trying to pin strawman after strawman on me is your game. It's not working all that well for youGǪ Quote:So, your categorical statement "there's no reason to travel AFK" is false. Nope. There's no reason for me to do it, categorically or otherwise.
You used EVE statistics to prove that the EVE players like the main aspects of EVE. Which is pointless. The real question is: what game changes could attract and keep more players.
Tippia wrote:The simple fact remains: there's no reason to travel AFK, so why on earth would you? Why would I? Why would anyone?
Keep your posts coherent, don't change your own words between post pages. You said no one have reason to autopilot, yet not being able to stay for one entire hour in front of the PC, clicking "jump" is one very common reason.
And please, stop extracting short sentences and taking phrases out of context from other player posts.
Quick edit:
Tippia wrote:It's not working all that well for youGǪ
Do you have data to prove this? Or its another categorical statement? |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 20:31:00 -
[29] - Quote
mkint wrote:Tippia why do you keep feeding trolls on a subject that has nothing to do with the threads topic?
Whether or not someone afk travels (I've only done it maybe 3 times in 4 years and died once) the killrights as being developed are fundamentally broken, with the dev response being what it usually is in situations like this: 'nuh uh'
The new proposed kill rights could be improved, but they are much better than the current mechanic, in my opinion.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 20:37:00 -
[30] - Quote
Ranger 1 wrote: Not trying to bust your chops my friend, but frankly 20 jumps is literally nothing in EVE. I've traveled further than that through hostile territory just to meet up with a group to START a roam...
Yes, I know, I just used any number.
I can say that this is a aspect of EVE that I don't like. Highsec gate jumping is really boring. |
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 21:05:00 -
[31] - Quote
Tippia wrote:No, it shows the point being made: that the things you don't like are the draw of the game.
I just reviewed the graphic: http://wiki.eveonline.com/wikiEN/images/0/07/Influence_factors.jpg
Where does it shows that players like to take risks at highsec? Only 25% of the players said that PvP is an influence factor. The vast majority likes this game for other reasons.
Please, help me understand from where are you drawing your conclusions.
Tippia wrote:Nope. I said I don't travel AFK because there's no reason to.
Go back and read your own posts.
Tippia wrote:Nope. I'll cut you off to correct you in text as well as in speech.
You can manipulate the text as much as you want, but there are people that follow the topics and wont fall for a strategically extracted phrase from another player post.
Tippia wrote:You should probably look up the word categorical if you have to ask. And yes, I do: this thread and your numerous failed attempts at trying to get away from the reality of the situation by spewing out a a random assortment of red herrings and strawman arguments in your wake.
http://www.thefreedictionary.com/categorical
Thanks, I'm wiser now.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 21:11:00 -
[32] - Quote
Quote:As far a greifing someone with an expensive kill right... interesting but extremely easy to avoid. Once someone starts their campaign of "terror" simply let them activate the kill right and then get yourself killed (with your own alt if necessary). That means that your stalker just paid a billion ISK to himself to give you the option of shirking the kill mail.
That's why I think that the amount of ISK destroyed during the illegal kill should be used to generate the kill right. The kill right should persist for X days OR amount of ISK destroyed from the kill right target.
Quote:A valuable kill right is one that the target has no idea when it will be activated and will have a more difficult time setting up his escape from it.
Agreed. I think that the kill right should be a tradable item/right. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 21:36:00 -
[33] - Quote
Tippia wrote:Villani Capelli wrote:Where does it shows that players like to take risks at highsec? Here. Why do you ask? Quote:Only 25% of the players said that PvP is an influence factor. No. 25% joined the game specifically for the PvP. The vast majority joined for the interconnected sandbox GÇö something you're arguing should be reduced for reasons you haven't really managed to explain. Quote:Go back and read your own posts. You mean like the ones saying that I don't AFK because there's no reason to? Quote:You can manipulate the text as much as you want Thank you. In return, you can keep posting strawman arguments red herrings, or any other fallacies you can think of to try to distract from the simple fact that the things you dislike are the draw of the game and that this has kept the game alive and growing for a decade, as opposed to the games that have tried to WoW-emulation route (and failed horribly as a result). I won't stop pointing out these fallacies, though, usually by interrupting you mid-sentence when you're about to embark on a new one.
No, please, use the same statistics that you sent me to justify your arguments. Where does the graphic shows that most players wont like the new proposed changes?
I just like the idea of harder consequences for highsec illegal killings. Just that. Yes, this will reduce the sandbox in some ways, but will create other playstyles. I'm hoping and suggesting for a new viable bounty hunting corp, since CCP uses bountyhunting even in their marketing materials, but we don't really have it today.
Lotro and GW(2) are WoW like, I assume, and keep existing. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 21:42:00 -
[34] - Quote
Lord Zim wrote:Tippia wrote:Villani Capelli wrote:Only 25% of the players said that PvP is an influence factor. No. 25% joined the game specifically for the PvP. The vast majority joined for the interconnected sandbox GÇö something you're arguing should be reduced for reasons you haven't really managed to explain. I actually joined because I hoped it would be an online version of Frontier: Elite II. Turned out it was nothing of the sort, but it wasn't until I started joining player corps that I managed to stay for more than a few weeks, and it wasn't until I joined goons that I ended up getting hardcore hooked because of PVP.
Yes, I particularly like null sec exploration with a corp and PvP roams. But I also think that a safer highsec will bring more players to the game, that eventually will leave highsec to explore other playstyles. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 21:47:00 -
[35] - Quote
Tippia wrote:Villani Capelli wrote:No, please, use the same statistics that you sent me to justify your arguments. Ok. Then don't try to introduce a new argument that isn't mine, or I'll introduce new statistics. So, again: here. Why do you ask?
Discussing with you is pointless if you keep changing your arguments. But OK, maybe I don't have enough understanding of the player base to know what will be good for the game or not.
But I support CCP new proposed changes, even without some tweeking, because they are better then the current mechanics, in my opinion. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 21:53:00 -
[36] - Quote
Tippia wrote:Villani Capelli wrote:I also think that a safer highsec will bring more players to the game, that eventually will leave highsec to explore other playstyles. History doesn't bear you out. So far, safer highsec has led to people staying in highsec and demanding that it be made safer because it's so scary outside and because the increased safety has given them the incorrect impression that highsec should be completely safe.
CCP should be able to check if benefiting highsec players is better or not for the game.
I honestly think that the global suspect flag is more of a technical change than a surgically planned change. That way they can eliminate 1x1 flags from the system. But I also like the idea that a can flipper or a highsec loot stealer will be able to be shot by everyone. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 22:23:00 -
[37] - Quote
Ranger 1 wrote: I support them as well.
Something you should consider honestly though.
Do people stay with EVE long term because it has a basic mining simulation and industrial economy?
Or do they stay with EVE long term because they (perhaps secretly) enjoy the occasional danger involved with being part of that same mining sim/industrial economy?
Be honest now... would you keep playing if mining asteroids in peace was all there was to EVE?
For that matter, if your goal is to be far more than a humble miner, can you really become a hero if there are no villians?
The problem is losing a potential beginner players because:
- Go missioning, someone steals his loot (bait), he shoots, got killed; - Go mining, ganked by destroyers; - Loses a ship with cargo to smartbombers.
Some experiences drive players away. Later or, with months of playing, the same player could became a PvP player. I know that someone will say: this is his fault. But the game allows it with little consequences for the attackers. And some players wont read 100 wiki pages to understand all the scams and baits, they will start playing and trying things.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 22:26:00 -
[38] - Quote
Tippia wrote:Villani Capelli wrote:Discussing with you is pointless if you keep changing your arguments. No, you're confusing me with you again. My argument has been the exact same all along. Your attempts at trying to muddy the water with strawman arguments and red herrings is your problem and if you had stopped doing that, you would have noticed that the change in argument was of your making, not mine. That's why I'm asking you why you're asking about about taking risks in highsec. Since you can't answer, I can only conclude that you've managed to confuse yourself to the point where you no longer know why (or even that) you posed that question. Such is the problem with straw men: you end up dizzy and short of breath since your sinuses are clogged from the acute hay fever, and you can no longer keep track of what you're doing.
Yes, I confess. I lost interest of discussing with you. Its more semantics than results and specifics.
Returning to the point: good job CCP, go on with the proposed changes, even without tweeks.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 22:40:00 -
[39] - Quote
Bodega Cat wrote: You are right, it is kind of a shame... But you have to appreciate something....
The rest of the game, isn't made for the type of player that gets turned away by that kind of thing. Everything else in EVE down the road is going to stimulate a "i should just quit" response.
The player that will stay attracted to eve, gets destroyed after looting a can, and learns a valuable lesson from it. He puts together a plan to earn some money in belts, gets destroyed and learns a valuable lesson from it. The game is for people who are compelled to STAY and overcome new challenges when they experience adversity. The people that are compelled to leave when faced with it, are only going to find more of that down the road.
Why pretend/fabricate game features that promotes a notion that this game is something it is clearly not? Even if it is just to protect a noob for a little while, the subterfuge won't last.
If the amount of players that leave the game because of this stuff is bigger than the amount that stays, its not a good thing. But I can't check that. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 22:43:00 -
[40] - Quote
Lord Zim wrote:One question which I feel is pretty pertinent to this whole ordeal of a **** thread: has hisec ganking/griefing increased lately since CCP feels the urge to tighten the screw more and more? And if so, why has it increased?
I don't think so. I think that there are two main motivators for the crimewatch + killright change:
- Simplify the flagging system for players to better understand; - Technically eliminate 1x1 flagging from the software.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 23:12:00 -
[41] - Quote
Bodega Cat wrote:Villani Capelli wrote:Bodega Cat wrote: You are right, it is kind of a shame... But you have to appreciate something....
The rest of the game, isn't made for the type of player that gets turned away by that kind of thing. Everything else in EVE down the road is going to stimulate a "i should just quit" response.
The player that will stay attracted to eve, gets destroyed after looting a can, and learns a valuable lesson from it. He puts together a plan to earn some money in belts, gets destroyed and learns a valuable lesson from it. The game is for people who are compelled to STAY and overcome new challenges when they experience adversity. The people that are compelled to leave when faced with it, are only going to find more of that down the road.
Why pretend/fabricate game features that promotes a notion that this game is something it is clearly not? Even if it is just to protect a noob for a little while, the subterfuge won't last.
If the amount of players that leave the game because of this stuff is bigger than the amount that stays, its not a good thing. But I can't check that. Why is that not a good thing?  Theirs nothing wrong with it honestly, not every video game has to be for everybody. This game is very much is aware of who its target user is, so naturally, it sheds more than it takes on in the new user department. But in my gut, i believe it has better retention in the long run as a result. Theirs not a lot of games on the market that can scratch the "EVE" itch.
Assuming that CCP seeks profit, short and long terms, more players equals more profit.
EVE is rich enough to support a safer highsec and still a lot of other play styles. You don't need to trade one thing for another.
We get the impression from the posts here that eliminating some scams and baits will somehow destroy the game. Even if we had a 100% safe highsec, then what? Lower mineral prices? A bit of deflaction? Nullsec corps, PvP players wont suffer major changes.
Yes, some scammers will quit, what I think its great. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.16 23:14:00 -
[42] - Quote
Karl Hobb wrote:Villani Capelli wrote:- Technically eliminate 1x1 flagging from the software. AFAIK there isn't any 1v1 flagging in the system at this point either, it's 1vcorp, which works perfectly fine, CCP just needed to make a nice chart like they did for the new system.
Yes, 1x1 = you and your corp (if any) can attack a target, but not everyone.
Of course it works. Could work better with the global flag? We'll see  |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.17 00:02:00 -
[43] - Quote
Destiny Corrupted wrote:Ranger 1 wrote:For the record, I also approve of the new system... although I feel it may need a little adjustment here and there.
However I don't like it because I feel it makes high sec safer. I like it because it gives the high sec citizen (especially those that have more money than combat prowess) options he did not have before. Then why not make a small change to one aspect of the system that will turn it from utter crap, into one of CCP's crown achievements? All they have to do is make kill rights result in a Limited Engagement between the owner of the kill rights (can be player OR corporation) and the target. That's it. If they were to do that, then every single ******* person would get on board with these changes. It would be the best thing ever. Literally.
Good point, I think its a tech decision, to eliminate LE from the software.
But there is a way of providing some kind of LE and reuse the global flag: Kill Right item, transferable and activable.
If you wanna activate when a lot of people are around, OK. If you wanna try to pursue the target by yourself, OK.
Throw in the amount of ISK destroyed into the mix and you have a great new system.
I'm against low-sec actions granting kill-rights. For me, kill-right should be = "ISK destructrion authorization". So, if you only activated a point at a ship, no damage done, no kill right. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.17 00:14:00 -
[44] - Quote
Destiny Corrupted wrote:No no no, you're getting it wrong. The LE concept is something they're actually introducing in the expansion to cover some other aspects of the aggro reworkings. I'm at a loss of words why they can't apply it to kill rights.
Oh, OK. I was using LE as equal 1x1 flag, I'll edit that. |

Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.17 00:21:00 -
[45] - Quote
Refreshing...
Quote:The personal-flags system tidies up a lot of problems with the old system, but still leaves us with a couple of cases that aren't covered. The main one is that a suspect can be freely attacked, but he has no way to defend himself from attack without committing further crimes. We want to ensure that a player always has a right to self-defense, even if he is A Bad Guy. To solve this, we still require a form of A-B flagging. However this will be heavily limited in application, and won't be propagated via assistance chains like the existing aggression flags are. This is where we introduce the concept of a Limited Engagement. An LE is between a pair of characters. (Always characters, not corps, alliances, factions or anything else). An LE gives each party a legal right to attack the other, without triggering any Legal flag. An LE is ACTIVE as long as offensive actions are on-going. Once offensive acts have stopped, it will begin to count down. Resuming hostilities will reset the timer. If the timer expires (probably 15 minutes but still TBC) then the LE is ended. An LE is created when character A attacks character B, and where B is globally-attackable due to being a Suspect, Criminal or Outlaw. This then allows B to defend himself against A. Like Criminal and Suspect flags, An LE is only effective in empire space. Assisting someone who is engaged in an LE will cause the assistor to receive a Suspect flag. This is to prevent neutral logistics interfering in ongoing combat without risk to themselves.
So they are simplifying A-B flagging, just so the attacked (suspect/criminal) player could defend himself. But its more simple, since it won't be propagated via assistance chains like the existing aggression flags are.
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Villani Capelli
Knights. Templar The Knights Templar.
2
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Posted - 2012.10.17 18:28:00 -
[46] - Quote
Of course this must be much trickier to implement, but I still think that the kill right could be an item. Claimable after you get illegally killed. ItGÇÖs more immersive. Just like a body is created after a pod kill.
The underlying system should support GÇ£expirable itemsGÇ¥ so the item disappears after X days or the kill right fulfills.
Double click the item, activate the suspect flag if the target is visible by you, on your overview, not cloaked. The suspect flag stores the original item id.
That way the current item system could be used. No new underlying and exclusive storage for killrights.
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