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Buzzy Warstl
The Strontium Asylum
230
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Posted - 2012.12.16 18:51:00 -
[1] - Quote
I find myself wondering if it is even possible to "nerf" highsec sufficiently to cause any significant player movement, since the reasons why people play in highsec in general have very little to do with reward and very much to do with risk and resource availability.
They moved L5 missions to lowsec because they were "too easy" in highsec and the payouts were too high, the players didn't follow, the L5 missions are still there and run by a few skilled and risk tolerant individuals.
Lowsec and NPC nullsec missions pay considerably more than highsec missions, yet people still stick to highsec.
Capital ships were moved out of highsec because they were too powerful for controlled space and people should need to accept some risk to play with the best toys in the game, still most players stick to highsec.
The best ores and mining opportunities are only available outside highsec, yet the highsec belts are stripped by downtime on a regular basis.
I therefore contend that it is *not possible* to nerf highsec sufficiently to cause a significant change in player behaviour without removing it entirely as a part of the game. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
230
|
Posted - 2012.12.16 19:32:00 -
[2] - Quote
Alavaria Fera wrote:Buzzy Warstl wrote:I find myself wondering if it is even possible to "nerf" highsec sufficiently to cause any significant player movement, since the reasons why people play in highsec in general have very little to do with reward and very much to do with risk and resource availability.
They moved L5 missions to lowsec because they were "too easy" in highsec and the payouts were too high, the players didn't follow, the L5 missions are still there and run by a few skilled and risk tolerant individuals.
Lowsec and NPC nullsec missions pay considerably more than highsec missions, yet people still stick to highsec.
Capital ships were moved out of highsec because they were too powerful for controlled space and people should need to accept some risk to play with the best toys in the game, still most players stick to highsec.
The best ores and mining opportunities are only available outside highsec, yet the highsec belts are stripped by downtime on a regular basis.
I therefore contend that it is *not possible* to nerf highsec sufficiently to cause a significant change in player behaviour without removing it entirely as a part of the game. Well, what about "unsubbing"... It's happened before, but pure highsec players are going to compare their rewards to other highsec players for the most part.
The ability to fly a Titan at all is a *huge* gameplay reward that isn't available in highsec, yet you don't hear highsec people whining about how unfair it is that they can't fly Titans.
There are a few gameplay aspects that highsec players do seem to miss, the number of threads in various forums here asking for a ship that plays like a carrier but is at a suitable power level for highsec is pretty significant.
But I'd say that for most players who do the dominant portion of their play in highsec the rewards available in other parts of space are actually irrelevant, as evidenced by actual behaviour over time.
On the other hand, the isk faucet represented by highsec missions scales by the number of characters, so while the reward for an individual character may be unimpressive the player behind him can multi-box missions and multiply that relatively modest payout by as much as they have the technical ability to pull off.
Since there is no equivalent scalable income source in nullsec, this means that *any* profitable payout level in highsec will result in highsec resources being used to fund nullsec wars for the limited resources there, to the extent that interested players are willing and able to do so.
With the predictable result that people who want to try to play the "pure nullsec" game will be frustrated in their ability to do so unless they either have the cooperation of a significant number of highsec players, or manage to control sufficient nullsec resources thet the lack of scalability ceases to be a problem for them (and even then are likely to be annoyed at their highsec-funded opposition). http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
230
|
Posted - 2012.12.17 14:51:00 -
[3] - Quote
You can't nerf highsec because any payout level for highsec that allows play room for people who haven't reached perfect skills will be abusable by people who have.
Period.
I'm not saying "nerfing highsec is bad", I'm saying "nerfing highsec is impossible".
If 2 or 3 people with less than perfect skills and fits made from rat droppings can run L4 missions, the player with perfect skills and knowledge about how the missions run will be able to multi-box 2 or 3 L4's at a time.
Missions being scalable content, you can have tens of thousands of people doing this at once.
It doesn't matter at that point what the individual rewards of nullsec play are, highsec mission runner income can swamp it out by sheer force of numbers. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
230
|
Posted - 2012.12.17 15:19:00 -
[4] - Quote
Natsett Amuinn wrote:Buzzy Warstl wrote:You can't nerf highsec because any payout level for highsec that allows play room for people who haven't reached perfect skills will be abusable by people who have.
Period.
I'm not saying "nerfing highsec is bad", I'm saying "nerfing highsec is impossible".
If 2 or 3 people with less than perfect skills and fits made from rat droppings can run L4 missions, the player with perfect skills and knowledge about how the missions run will be able to multi-box 2 or 3 L4's at a time.
Missions being scalable content, you can have tens of thousands of people doing this at once.
It doesn't matter at that point what the individual rewards of nullsec play are, highsec mission runner income can swamp it out by sheer force of numbers. Ok, I get it. What peopel are already doing in high sec, is why it would be impossible to "nerf" high sec, because they would do what they're already doing? Yeah, that looks like extremely sound logic there. So people don't grind the hell out of high sec lvl 4 missions in rediculously expensive ships because it's the equivilent of using an ATM machine that broke and keeps spitting out hundred dollar bills. That's obviously not happening in high sec. It doesn't matter what it is. If it is profitable at all for people who haven't been playing for the months to years needed to get perfect skills, and it is scalable so that nobody is excluded from playing the game just because someone else logged in first, then it will be abusable by people with better character skills and superior player knowledge.
Period.
It doesn't matter how it is structured unless people get locked out of the content when their skill level gets too high.
"I'm sorry, you've to 20M skill points, you aren't allowed to run L1 missions any more. Go find a nice Gallente girl." http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
230
|
Posted - 2012.12.17 15:56:00 -
[5] - Quote
Natsett Amuinn wrote:Buzzy Warstl wrote: It doesn't matter what it is. If it is profitable at all for people who haven't been playing for the months to years needed to get perfect skills, and it is scalable so that nobody is excluded from playing the game just because someone else logged in first, then it will be abusable by people with better character skills and superior player knowledge.
Period.
It doesn't matter how it is structured unless people get locked out of the content when their skill level gets too high.
"I'm sorry, you've to 20M skill points, you aren't allowed to run L1 missions any more. Go find a nice Gallente girl."
What? When did anyone ever say anything about increasing mission difficulty? What does reducing the amount missions pay, or thining NPC drops in high sec, or incrasing the taxes in high sec, have to do with anyone being able to do a mission? I'll type this slowly and use small words, since it seems you can't read so fast:
If you cut payouts enough that veteran players can't abuse the system, relatively new players won't profit from them at all. The only way to allow reasonable payouts for new players is to lock the people who could abuse the missions out. This is already done to a limited extent with ship restrictions, but I guess those aren't restrictive enough.
Besides, highsec drops have already been thinned, you don't think the drone compound and T1 module nerf was restricted to nullsec, do you? http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
230
|
Posted - 2012.12.17 18:51:00 -
[6] - Quote
Weaselior wrote:Vaerah Vahrokha wrote:I can agree with that. However I was few months old (you know, my risk FEAR brought me to gate camping in low first, null later) and was a grunt. So orders came and I executed them. Ok, but that still isn't a valid reason to extrapolate how to balance null from this experience. If you don't live in null, you're going to be making your suggestions based on errors like this anyone who lived in null would instantly spot. AKA, "you don't know me!" http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
230
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Posted - 2012.12.17 18:59:00 -
[7] - Quote
Malcanis wrote:Malphilos wrote:Malcanis wrote:All the more reason to improve the facilities in 0.0 to support convenience play, so that people who's lives get busy aren't forced to abandon their friends and interests in null. Ah, so it's about convenience now. I wondered when risk/reward was going to die. Risk:reward and convenience are by no means incompatible concepts. It's a game.
The risk is the risk of not being able to play for whatever reason. The reward is getting to play the game.
Convenience in this context is having a fair degree of certainty that you will be able to play the game the way you want to without having to do many things you don't want to.
What exactly that means in a game like EvE depends a great deal on which part of the game you want to play today. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
230
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Posted - 2012.12.17 19:53:00 -
[8] - Quote
Weaselior wrote:Buzzy Warstl wrote: The risk is the risk of not being able to play for whatever reason. The reward is getting to play the game.
this is useless filibustering nonsense You should know from useless.
On the other hand, I personally watched a fine game die because the game designers didn't deal with the question "what do you play while you are waiting for your team to come together so you can play this one?"
The point of the game is in the playing of it.
If you want to blow other people's ships up, anything that gets more targets where you can find them quickly is convenient. You get your reward (blowing ships up) with very little risk of not being able to find a target. The busier portions of nullsec are very nice for this.
Highsec mission running is very nearly risk free in this respect (log in, talk to agent, go to mission location, blow up red +'s). You might get in over your head if you are doing missions that you aren't fully prepared for, or if another player comes in and decides to shoot you, but those risks are manageable and rarely result in any long term disruption. The fundamental risk of logging in and not being able to play the game in the way you had planned is very low.
In nullsec the corresponding risk is *much* greater. You can log in to discover that your POS was reinforced while you were sleeping, or you had to go away for the weekend and log in to an unfamiliar highsec station when you get back. These things can totally mess up your access to the parts of the game you want to play.
If you couldn't understand this from the more concise version you quoted above, that's your problem. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
230
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Posted - 2012.12.17 20:06:00 -
[9] - Quote
So, because you want the ability to run Gallente towers in Caldari-ish space, and don't want to mine low ores locally, you *need* to trade with highsec to operate in nullsec?
I'll grant that it is more efficient and profitable to do so, but that supply line could get cut off tomorrow and your region-appropriate towers would still be fuelable, and you still could get all the minerals you needed (even if less efficiently).
It might not be efficient enough to hold the space against someone who did have a highsec supply line, but nullsec isn't actually *lacking* any necessary resource. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
231
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Posted - 2012.12.17 20:35:00 -
[10] - Quote
Weaselior wrote:Buzzy Warstl wrote:So, because you want the ability to run Gallente towers in Caldari-ish space, and don't want to mine low ores locally, you *need* to trade with highsec to operate in nullsec?
I'll grant that it is more efficient and profitable to do so, but that supply line could get cut off tomorrow and your region-appropriate towers would still be fuelable, and you still could get all the minerals you needed (even if less efficiently).
It might not be efficient enough to hold the space against someone who did have a highsec supply line, but nullsec isn't actually *lacking* any necessary resource. capital ships, t2 ships, is there is no end to your wrongitude (you cannot make racial t2 ships out of only your racial r32) plus racial towers are deliberately designed to have specific bonuses for specific tasks and you are not intended to use one tower for all tower uses basically were we to change 0.0 so t2 ships did not exist and you created uniracial empires at cap level and above and decided that you should not be able to use multiple tower types, in that game transportation would not be needed fortunately we do not play that dumb game Moon goo is weird and broken, yet all you need for that is nullsec trade. The same thing really for ice.
You don't *need* empire at all if you can work out trade arrangements with other nullsec entities.
And I know perfectly well that different towers are optimized for different tasks, that doesn't mean you can't use them "off-label", they are just less efficient. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |
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Buzzy Warstl
The Strontium Asylum
231
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Posted - 2012.12.17 20:50:00 -
[11] - Quote
Alavaria Fera wrote:Buzzy Warstl wrote:You don't *need* empire at all if you can work out trade arrangements with other nullsec entities. So our blue lists are a good thing for EVE Online? I thought agreements was the main thing killing eve WiS is the main thing killing EvE.
There's plenty of fighting in nullsec last I looked, you just have to go to a contested region if you want a lot of it. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
231
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Posted - 2012.12.18 13:48:00 -
[12] - Quote
Shylari Avada wrote:Buzzy Warstl wrote:WiS is the main thing killing EvE. Walking in Station and Ambulation on a whole is such a minor complaint at this point, who really cares? Most of the people complaining about WiS are the same people that log in, mine ice or do missions in their High Security safety blanket, in their little one man corp with 0% tax rate- doing their part in the choir of people singing "I don't overly enjoy EVE because I have no impact on the game" complaining about literally anything on the forums waiting for their next ice harvester cycle to finish. The only thing 'killing EVE' is CCP actually listening to those mongoloids. Or perhaps people with horribly broken sarcasm detectors.
EvE has been doing just fine since they started getting serious about improving the whole game. I'm sure WiS will resurface once they think they can do it right and it won't be the abomination it was the first try (after all, sooner or later the Dust 514 graphics team will need a change of pace). http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
231
|
Posted - 2012.12.18 15:42:00 -
[13] - Quote
Well, given the number of open slots in most parts of highsec, I'd say there is a net oversupply of manufacturing slots.
However, rather than cutting availability or raising cost of NPC slots, I'd prefer to see more improvements in player-owned factories.
The rumored POS refactoring is a good opportunity to make POS manufacturing competitive, by improving the interface and reducing the best-case line cost to below NPC base. If they think they need to raise the NPC cost to hit that target, I doubt it will really have much of an impact overall. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
231
|
Posted - 2012.12.18 17:20:00 -
[14] - Quote
If nullsec industry is so bad, why do people make things there? http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
231
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Posted - 2012.12.18 17:57:00 -
[15] - Quote
Alavaria Fera wrote:Buzzy Warstl wrote:If nullsec industry is so bad, why do people make things there? We don't make much stuff, except stuff that ~game mechanics~ don't allow to be built in highsec. Like titans, our favorite item that needs to have its production reduced. If titans could be built in highsec, doubtless they would be cheaper, more plentiful, and used for scams in Jita 4-4 And sovereign nullsec is more efficient than anyplace else at making Titans and Supercarriers.
How much more manufacturing capacity could you possibly devote to that purpose?
How much more manufacturing capacity would you need before that particular market was saturated?
Highsec is pre-nerfed there, you can't build capital ships in highsec.
The cost of manufacturing ammo in nullsec is obviously moot if all the manufacturing capacity is taken up with higher priority jobs, and if there is enough demand for those higher priority jobs to soak up considerably more manufacturing capacity then that is what any additional capacity will be used for.
http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
231
|
Posted - 2012.12.18 18:16:00 -
[16] - Quote
Natsett Amuinn wrote:Buzzy Warstl wrote:Alavaria Fera wrote:Buzzy Warstl wrote:If nullsec industry is so bad, why do people make things there? We don't make much stuff, except stuff that ~game mechanics~ don't allow to be built in highsec. Like titans, our favorite item that needs to have its production reduced. If titans could be built in highsec, doubtless they would be cheaper, more plentiful, and used for scams in Jita 4-4 And sovereign nullsec is more efficient than anyplace else at making Titans and Supercarriers. How much more manufacturing capacity could you possibly devote to that purpose? How much more manufacturing capacity would you need before that particular market was saturated? Highsec is pre-nerfed there, you can't build capital ships in highsec. The cost of manufacturing ammo in nullsec is obviously moot if all the manufacturing capacity is taken up with higher priority jobs, and if there is enough demand for those higher priority jobs to soak up considerably more manufacturing capacity then that is what any additional capacity will be used for. Are you saying that because you can build a titan in null that the industry balance is fine? How many people do you think actually do that? How many peopel do you think it requirs to do that? Do you think that is the only thing that gets built there? And what about everyone that isn't doing that? How much more capacity would you need to exhaust the appetite of the people who are currently doing that?
Answer that question and you can actually answer the question of "how much more industrial capacity does nullsec need?"
If the answer is "all that and more", then the lack of industrial capacity in nullsec is the only thing keeping the game from thousand-titan roams.
http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
231
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Posted - 2012.12.18 19:42:00 -
[17] - Quote
Weaselior wrote:Buzzy Warstl wrote: And sovereign nullsec is more efficient than anyplace else at making Titans and Supercarriers.
How much more manufacturing capacity could you possibly devote to that purpose?
How much more manufacturing capacity would you need before that particular market was saturated?
it is saturated, supercap nerfs have driven demand off a cliff you can see this in crashed bpc prices for people who aren't able to check how many csaas have gone idle And you can build carriers and dreads in lowsec.
So, it seems that there might be room to increase nullsec manufacturing capacity that wouldn't simply result in more supercaps on the field.
That's a good thing, it means that CCP has room to work with in the POS update and we aren't guaranteed that what we get will be worse than what we've got.
Nullsec industrialist could become a popular profession in time. I still doubt it, but you never know what the future will bring.
I still have a dream of highsec density play with nullsec engagement rules, but I'm pretty sure that's never going to happen. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
231
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Posted - 2012.12.18 20:09:00 -
[18] - Quote
La Nariz wrote: E: I should add social interaction (diplomacy) in general is one of the challenges 0.0 industrialists are forced to grapple with that highsec industrialists can completely ignore. Yet the 0.0 industrialist gets virtually no advantage for doing so. If anything this reason alone is enough to warrant a nerf to the entirety of highsec's industrial capabilities.
In theory the ability to build supercaps is a pretty big advantage. Whether the market conditions at any given point support that theory is obviously another question.
Highsec industrialists can't even build dreads, though, so saying that there is no advantage to doing industry outside highsec is ignoring a few limitations of highsec industry.
There's certainly no advantage to building things that *can* be built in highsec in nullsec as things currently stand, but that isn't necessarily a bad thing given the current shape of the game. Changing it so that nullsec industry was advantaged in every respect would be a quite dramatic change, and I'm not even sure that it is really possible. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
231
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Posted - 2012.12.18 21:40:00 -
[19] - Quote
"Nerf him because I'm better than he is" is the worst argument for a change to the game, and that's essentially what you are saying.
Access to features is a benefit. Some features cost more than others. The cost of being able to build supercapital ships in a system includes having crap-all other industry there. Maybe that will change with the POS updates. Maybe it won't, but highsec industry won't get the kind of nerf you want, nor have you made a convincing case as to why it should. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
232
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Posted - 2012.12.18 23:25:00 -
[20] - Quote
Weaselior wrote:Buzzy Warstl wrote:"Nerf him because I'm better than he is" is the worst argument for a change to the game, and that's essentially what you are saying.
Access to features is a benefit. Some features cost more than others. The cost of being able to build supercapital ships in a system includes having crap-all other industry there. Maybe that will change with the POS updates. Maybe it won't, but highsec industry won't get the kind of nerf you want, nor have you made a convincing case as to why it should. congrats this is literally a defense of any possible feature set Not really.
It's only an insistence that you have a better reason for it that "I worked hard for what I have, why to they get something shiny?!"
I could make a really good case for removing jump drives from the game, that they make nullsec too small and remove the entire concept of a border region from nullsec strategy. It doesn't have anything to do with whether anyone in the game deserves to be able to use jump drives and everything to do with the shape of space and how the game is played.
Weaselior wrote:I'll say it again the fact that nullsec industrialists require social interaction (diplomacy) to operate at all is a good reason to warrant a nerf to the entirety of highsec's industrial capabilities.
Right here is, however, where you cross the line from reasoned argument to spoiled brat.
What you did to have what you do has no bearing on what others should have and what is in the best interests of the game as a whole.
Grow up already. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |
|

Buzzy Warstl
The Strontium Asylum
232
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Posted - 2012.12.19 00:37:00 -
[21] - Quote
Weaselior wrote:Buzzy Warstl wrote: It's only an insistence that you have a better reason for it that "I worked hard for what I have, why to they get something shiny?!"
"game balance is a random requirement and the difficulty/risk/complexity of a task should have no bearing on its reward in a game" Titans are balanced by their cost.
Part of the cost is crap industry in the systems that can build them.
Sounds balanced to me, if you think it's not make a case for that. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
232
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Posted - 2012.12.19 03:13:00 -
[22] - Quote
Weaselior wrote:Buzzy Warstl wrote: Titans are balanced by their cost.
Part of the cost is crap industry in the systems that can build them.
Sounds balanced to me, if you think it's not make a case for that.
this is gibberish and i see no need to make a case against an "argument" that is nothing but the nonsensical assertion that titans (usable anywhere in non-highsec and non-w-space, including npc 0.0 and lowsec) are balanced by conquerable 0.0 having poor industry it is such gibbering insanity that there is no actual logic to attack, one can merely say it aloud and marvel and tell people to behold the best argument buzzy warstl could come up with to oppose the clear need for rebalancing industry and allow them to draw what conclusions they will How cute, look at the poor nullbaby raving because he knows I'm right and doesn't like it. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
232
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Posted - 2012.12.19 03:22:00 -
[23] - Quote
James Amril-Kesh wrote:Buzzy Warstl wrote:Weaselior wrote:Buzzy Warstl wrote: It's only an insistence that you have a better reason for it that "I worked hard for what I have, why to they get something shiny?!"
"game balance is a random requirement and the difficulty/risk/complexity of a task should have no bearing on its reward in a game" Titans are balanced by their cost. That was the original intent, back when their guns could blap subcaps, their DD was AoE, and they had drone bays. Then they became horribly proliferated to the point where people were camping gates with titans. Now titans are balanced by the fact that they're much less useful in any combat scenario except blapping carriers and dreadnoughts or structure shoots where you don't want to be forced to stay put for 5 minutes at a time. No, you got Titans. You didn't get effective nullsec industry.
There is a balance there, though it didn't prevent production of more titans than CCP says they originally intended.
You've played with the shiny titans, they got nerfed, now the lack of effective nullsec industry doesn't seem like such a hot deal.
Maybe you can get them to provide some nullsec PvE content that is only effectively playable with capital ships and supercaps. That would balance things quite nicely.
But there would still be the complaints about industry.
People are never satisfied with what they've got. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
232
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Posted - 2012.12.19 03:23:00 -
[24] - Quote
Mara Tessidar wrote:Buzzy Warstl wrote:Can't argue with that logic, because you're just attacking me instead of disputing my point. you have to actually have a point for someone to dispute it Adults acknowledge when others make a point, I know it's true because I heard it from a nullsec player. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
233
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Posted - 2012.12.19 04:34:00 -
[25] - Quote
Mara Tessidar wrote:keep telling everyone how titans balance out nullsec industry
and how they should be used for pve Hey, just floating ideas.
You know "things that can be added to sov nullsec to make it more worth holding", since obviously y'all aren't satisfied with what you have.
If the biggest ships in the game, all-you-can-eat PvP, and the ability to actually own star systems and get additional PvE content out of them isn't enough for you maybe the problem isn't in your stars. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
233
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Posted - 2012.12.19 05:15:00 -
[26] - Quote
James Amril-Kesh wrote:When alliances put up a half-assed fight against an invasion force and then just give up, that's a pretty obvious indication that space really isn't all that worth holding.
So no, it's not enough. Maybe you should try our shoes on for a change before you start telling us what the problem is. It's enough for someone, or there wouldn't be people taking the space.
I've done enough "game property holding" in my time to know that no matter the in-game rewards sometimes people just get tired of it.
Sometimes holding onto the bits gets too close to reality, and people decide that reality has better rewards.
I came to EvE as a bittervet from other games, I know the symptoms, and the cure is to not take it so seriously. Just enjoy the game already. That's what it is there for, and if you aren't having fun you need to do something else. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
233
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Posted - 2012.12.19 13:44:00 -
[27] - Quote
Vaerah Vahrokha wrote: Edit: Had I been CCP, I'd have put the "top ISK" goal in low sec and not in hi sec or null sec. That would give safety and ability to casual play as a goal for hi sec, empire building to null sec, "own home" to WH and ISK making to low sec, that is a fair distribution of goals.
They did.
Lowsec has industrial capacity comparable to highsec, the ability to produce capital ships smaller than supercaps, decent ores, good PI, high mission payouts, good NPC targets, and good exploration. The payout potential is incredible, and it's newbie accessible since a player that can *only* fly fast tackle is a bigger PvP asset to a lowsec corp than a character that only flies capital ships. The price for it is you can lose access to the highsec shinies on the toon you are using for it.
Sovereign nullsec gives you ownership and control of the biggest player-ownable shinies in the game, but there is a price for the access to that content. You get to retain highsec access, but your own space is a pale imitation of NPC space.
I think this is a failure on CCP's part, but from the game-play analyses they have posted in the past it is quite evident that the solution is not in highsec, but rather to make the shinies in nullsec shinier in some way.
Maybe they need to deploy full WiS, but only in player-owned stations ;) http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
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Posted - 2012.12.19 14:14:00 -
[28] - Quote
Malcanis wrote:Buzzy Warstl wrote: Sovereign nullsec gives you ownership and control of the biggest player-ownable shinies in the game, but there is a price for the access to that content. You get to retain highsec access, but your own space is a pale imitation of NPC space.
That's backwards. Surely it ought to be "You risk losing that space, but your own space is greatly superior to NPC space" They could do that, but the sovereignty mechanic itself would need to be sharply limited if they did, otherwise groups would be able to use the superior space to amass too much power and would become unchallengable barring internal disruption.
http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.19 14:23:00 -
[29] - Quote
Weaselior wrote:Vaerah Vahrokha wrote: "Game balance" as you intend it is something done to traditional, linear games, where you basically know "how it must work" in advance.
this is utterly stupefyingly wrong: traditional linear games are the ones that can best allow unbalanced gameplay it is multiplayer competitive games where players play against each other that game balance is at its most important i don't know if you could have been more wrong without actually being Buzzy Warstl You only insult me because I'm a challenge to your authority.
In a forum about an on-line game. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
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Posted - 2012.12.19 16:13:00 -
[30] - Quote
How is it not balanced?
T1 items need to be produced at a rate appropriate to the number of people using T1 items. POS give capabilities other than raw T1 production that *are* restricted in highsec like you suggest production needs to be.
"It's the best at everything" isn't balance. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |
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Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.19 17:31:00 -
[31] - Quote
Natsett Amuinn wrote:Buzzy Warstl wrote:How is it not balanced?
T1 items need to be produced at a rate appropriate to the number of people using T1 items. POS give capabilities other than raw T1 production that *are* restricted in highsec like you suggest production needs to be.
"It's the best at everything" isn't balance. Who's saying things need to be restricted? And are you really saying that people won't build T1 items in high sec if the stations cost more to use, lines were reduced slightly, and max refine rate was reduced? Because that would be silly. If making the changes wouldn't change the behaviour, why make the changes?
Natsett Amuinn wrote: Can you build things significantly cheaper in a PoS? Can you put the things your PoS builds on the market from your PoS?
Do you think there is some sort of "progression" expected as an industrialist. Like doing the next raid in another MMO, do you think that as an industrialist you're ultimately expected to end up building titans? EVE doesn't work that way for me.
It doesn't work that way for me, either, frankly EvE industry is disappointing compared to an ideal system, but it's still one of the best I've ever played.
Natsett Amuinn wrote:
Fine, how about remove T2 production from NPC stations. In order to do any T2 and up production you have to do it in a player run structure.
Don't touch slots. Don't touch refine rates. Do nothing but remove T2 production from high sec NPC stations.
Quite honestly that's what it comes down to, T2 production. T2 production is the only the only form of "progression" for an industrialist. Cap production up is for those people that want to specialize in something that requires more teamwork to do. T2 production is what every single industrialist should be working towards doing.
And every single character that is not in an NPC corp, working from high sec NPC stations, is at a disadvantage when it comes to T2 production.
I do not care if it's cheaper to do it in high sec. I only care that it's cheapest to do it in an undeccable corporation, working out of a station that you can't lose access too. If high sec is the cheapest place to do T2 production, it should require a player run structure.
The ideas I support would be good for everyone. To be the "best" you would only have to join a player run corp, but you would still be able to make craptons of ISK doing in an NPC station, as a member of an NPC corp.
Removing T2 production from NPC stations would be horrible.
Actually, it's the first reasonable suggestion for nerfing highsec industry I've heard this entire thread.
Basic highsec assembly lines are cheap and plentiful, but they should only be able to handle common (T1) goods. To do T2 or better production you need specialized services that aren't available readily from the NPC corporations. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.19 18:31:00 -
[32] - Quote
Natsett Amuinn wrote:I guess that's what I get for being a smart ass.
You guys do understand that that would mean you can only do T2 production while in a corp that can be wardecced, from a PoS in high sec, or in a station in a system where there is no CONCORD?
That sounds better to you than just reducing the refine rates in NPC stations, lowing the number of available lines in a station, and incresing line costs in NPC stations.
You think all of that would be harder for the NPC corp guy then losing the ability to produce T2 items?
I really am impressed. It's a change that can be justified with both in-game and out-of-game logic.
T2 production already depends heavily on POS access for research lines, so the people most heavily engaged in it already know what to do.
It doesn't have an impact on newer players at all.
It gives a reason to use several POS modules that are currently rarely deployed.
What's not to like? http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
235
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Posted - 2012.12.19 18:54:00 -
[33] - Quote
Natsett Amuinn wrote:Buzzy Warstl wrote: It's a change that can be justified with both in-game and out-of-game logic.
T2 production already depends heavily on POS access for research lines, so the people most heavily engaged in it already know what to do.
It doesn't have an impact on newer players at all.
It gives a reason to use several POS modules that are currently rarely deployed.
What's not to like?
Nothing honestly. Sounds perfect to me. It sounds more extreme to me than just changing the stations a little. I would expect people to be much more apposd to not being able to do T2 production in an NPC station. To change the T1 and refining abilities enough to have the effect you seem to desire would have a major impact on a much greater percentage of the playing population, pushing many budding industrialists out entirely. I would make line costs more dependent on NPC corp standing than they are, though, so you can't just create manufacturing alts in a couple weeks and have the best of T1 production that way.
By the time someone has figured out how to handle T2 production at all they should be ready to let go of the NPC corp security blanket. It extends a requirement that is already in place. It could actually be considered a "bug fix", if approached from the proper perspective ;) http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
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Posted - 2012.12.19 19:34:00 -
[34] - Quote
On Refining: NPC corps already take a cut of up to 5% if you haven't taken the time to build up positive reputation with them. Perfect refining at NPC stations isn't a freebie in highsec, you actually have to play mission content of some sort to get it.
Production isn't done that way, even though some of the game documentation says (said?) it is, so increasing the base and allowing people to reduce the cost to current levels by improving their standings would actually be reasonable.
But moving T2 production up to POS's wouldn't be giving nullsec an edge over highsec there, it would be a more level playing field. Doubly so since nullsec enterprises have other things to build in the POS's that can't be built in highsec at all. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.19 20:12:00 -
[35] - Quote
Natsett Amuinn wrote:I was under the impression that it was possible to get higher refine rates in High sec stations, with just skills, than is possible in null sec. The house always takes a cut, unless your standing is up to 6.7.
You can get perfect refining, but you have to work a little for it.
http://wiki.eveonline.com/en/wiki/Advanced_mining covers it all under the refining section, though it only talks about the 6.7 standing you need for perfect refining, not the tax you pay when it's below that.
It also mentions that you can get perfect refining at outposts, either with improvements to make them equivalent to NPC stations or with perfect skills and an industry implant, though the station owner gets to set whatever tax rate they like so if you aren't the station owner *you* will never see that perfect refining rate. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.19 20:19:00 -
[36] - Quote
I know, but it means doing more than passively training a toon until you have perfect refining.
On the other hand, you can get perfect refining at a Minmatar outpost if you are the owner of it. If Evelopedia is accurate, the owner of any particular outpost actually has the ability to make their station exceed highsec standards of industry in one area or another. Given that they are conquerable, I'm not sure how practical that ends up being with only one per system.
Maybe the fix to nullsec industry is simply to allow the planting of more outposts per system. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.19 20:34:00 -
[37] - Quote
Natsett Amuinn wrote:Buzzy Warstl wrote:Natsett Amuinn wrote:I was under the impression that it was possible to get higher refine rates in High sec stations, with just skills, than is possible in null sec. The house always takes a cut, unless your standing is up to 6.7. You can get perfect refining, but you have to work a little for it. http://wiki.eveonline.com/en/wiki/Advanced_mining covers it all under the refining section, though it only talks about the 6.7 standing you need for perfect refining, not the tax you pay when it's below that. It also mentions that you can get perfect refining at outposts, either with improvements to make them equivalent to NPC stations or with perfect skills and an industry implant, though the station owner gets to set whatever tax rate they like so if you aren't the station owner *you* will never see that perfect refining rate. Yes, but I thought that without ever increasing standing that you could get better refine rates in some stations in high sec than in null, just by traing the proper skills up. Also, Isn't it possible that through standing, and by refining in certian stations in high sec, that you can get perfect refine rates WITHOUT training all the proper skills to 5? In both NPC stations and Minmatar outposts you can get perfect refining with less than perfect refining skills.
The station owner gets their taxes still, in both cases.
With NPC stations you can reduce the tax with standing, with player owned stations you need to talk to the owner.
With a POS, use a http://wiki.eveonline.com/en/wiki/Medium_Intensive_Refining_Array and you are better off than either, if I'm reading the specs right. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.20 15:21:00 -
[38] - Quote
Natsett Amuinn wrote:Regardless of how they fix it, it needs to be fixed.
I can not say that being a null industrialist feels rewarding. I feel like I've assumed more risk, and a lot more effort for no reward.
Nullsec industry can clearly be quite rewarding, if you are the one that owns the facilities.
Social issue, not a game design issue.
We'll see how things work out with the POS changes, maybe they'll finally make it so that a single character can just saturate the capabilities of a single maximum capacity POS, then the ownership vs. skill capability imbalance won't exist anymore. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.20 17:01:00 -
[39] - Quote
Jenn aSide wrote:
don't waste your time with that Buzzy guy, he doesn't understand that he doesn't know enough about the subject to form an opinion, let alone offer one (that's the guy who didn't know the difference between officer stuff and deadspace stuff till we told him, or that military systems upgrades didn't' do all these crazy things they thought they did).
You hide you own ignorance behind attacking me. I've probably been gaming longer than you've been alive, so I can forgive your feelings of inadequacy.
http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.20 18:07:00 -
[40] - Quote
Jenn aSide wrote:Buzzy Warstl wrote: You hide you own ignorance behind attacking me. I've probably been gaming longer than you've been alive, so I can forgive your feelings of inadequacy.
I'm 38, so i doubt it. You know what, you are correct for once.
I don't know why I would have gotten the impression that you were a 20-something, maybe the complete lack of an ability to read for comprehension instead of the obvious need to be right on the internet makes you seem younger than you are. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |
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Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.20 18:40:00 -
[41] - Quote
So, Jenn, since you are the font of all knowledge worth knowing about EvE, how many people then moved to lowsec or nullsec because of those nerfs?
http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
236
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Posted - 2012.12.20 20:26:00 -
[42] - Quote
What Aidan Brooder says here is good.
There's a lot of details that reasonable people could argue about in there, but the shape of it is right. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.21 01:19:00 -
[43] - Quote
James Amril-Kesh wrote:La Nariz wrote:Vaerah Vahrokha wrote: A SELECT DISTINCT name from these continuously spammed threads would reveal the same 7-8 names, 4-5 of which belonging to a strongly interested lobby.
Wait a minute the person who admits to having an agenda accusing other people of having an agenda instead of bringing any relevance to the thread. :allears: I've yet to see anyone make a cogent argument against a highsec nerf on the basis that social interaction is required to operate in other sec status areas. But nullseccers all say highsec needs to be nerfed. THEY ALL LIVE IN NULLSEC! CONSPIRACY! Common interests do not a conspiracy make.
On the other hand, I'd say most of the nullsec posters have no idea what it's like for a new player who doesn't have a community ready for them in the game.
A lot of people come to EvE with no community, no preparation, just a noob ship and Aura.
At least Aura has gotten better at explaining things over time, but she doesn't have a way to hook players up with others that they have things in common with, and the recruiting channel is a joke. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.21 01:39:00 -
[44] - Quote
Some people never find a group they fit in with. They should just quit early and save you the trouble of having to deal with them? http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.21 04:37:00 -
[45] - Quote
Varius Xeral wrote:Buzzy Warstl wrote:Some people never find a group they fit in with. They should just quit early and save you the trouble of having to deal with them? Wait, I thought we were saving new players? Now we're saving players who need solo content in an MMO AND need that content to be competitive with group content? Just let us know when the goalposts are gonna stop so we can begin then. You thought what you wanted to think. I said nothing about new players, just about players that didn't come into the game without a pre-existing social arrangement.
Their money is just as green as yours or mine, and if they are happy shooting rocks or turning plusses into triangles while chatting in NPC corp chat, who is anyone to tell them they are playing the game wrong?
http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.21 13:18:00 -
[46] - Quote
James Amril-Kesh wrote:Buzzy Warstl wrote:Varius Xeral wrote:Buzzy Warstl wrote:Some people never find a group they fit in with. They should just quit early and save you the trouble of having to deal with them? Wait, I thought we were saving new players? Now we're saving players who need solo content in an MMO AND need that content to be competitive with group content? Just let us know when the goalposts are gonna stop so we can begin then. You thought what you wanted to think. I said nothing about new players, just about players that didn't come into the game without a pre-existing social arrangement. Their money is just as green as yours or mine, and if they are happy shooting rocks or turning plusses into triangles while chatting in NPC corp chat, who is anyone to tell them they are playing the game wrong? Nobody's saying they are. Actually, by saying the rewards for doing so are too great, when they are really just baseline gameplay, you are. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.21 13:55:00 -
[47] - Quote
Jenn aSide wrote:Buzzy Warstl wrote:So, Jenn, since you are the font of all knowledge worth knowing about EvE, how many people then moved to lowsec or nullsec because of those nerfs?
CCP never told us. And who cares. Why does this move to null sec stuff keep popping up, why do people like yo cling to it like they do the "play style" crap. No on (well, almost no one) really cares where anyone plays. Then why care about what they can do there?
What's important is what you can do relative to the people you are competing with most directly. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.21 14:15:00 -
[48] - Quote
Jenn aSide wrote: Wrong, EVE is one game, everything you do can affect everyone else clear across the star map. The isk I make in incursions is the same kind of thing as the isk I make in null sec anomalies, it affects YOU the same way (by making every isk in your wallet worth a bit less).
High Sec Only folks generally can't understand that, which is why many of them keep saying "just buff null". Not only do they not get the idea that it's been done before and was bad, they don't get home much THEY themselves would be screwed if that were to happen (on a scale where null sec minded people could live only there and pull all their high sec alts out of high sec).
They fact that some of you people need to fall back on the "you're just evil null sec people who want me to move there so you can shoot me" fallacy says a lot about the positions you hold and the way you think. No one much gives a damn where you play.
Then highsec is too close to nullsec, and we are back around to the logistics issue (shipping, not heals).
The availability of T1 production and refining needs to be what it is in highsec to support the majority of the player base. It needs to be scalable to allow more players to join the game at roughly the same high/low/null inclinations that have been demonstrated persistently for almost a decade now.
What's broken here is that it only takes one player to saturate several PoS's with research and manufacturing jobs, and there just aren't that many moons, even in nullsec.
I am not in a position to answer this question at all, and I wouldn't ask you to post it publicly, but does your alliance have strong control of as many moons as there are players in your alliance? I don't think it's really possible, myself. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.21 17:49:00 -
[49] - Quote
Varius Xeral wrote: Hisec was meant to be a casual alternative for casual players, not a casual alternative for multi-accounting turbonerds. If anything, reducing the competitiveness of hisec content is a boon to actual casual players, as their favorite content isn't being dominated by the alts of the all-but-casual players currently gobbling content made for them.
What makes you imagine that reducing the availability of highsec production lines would do anything but give your "turbonerds" even better ways to gooble up the game resources of genuinely casual players?
That's one of the reasons that quantity and scalability are the hallmark of highsec resources, where lowsec and nullsec resources give additional capabilities.
If those additional capabilities aren't a satisfactory tradeoff lobby for more of them, if there is no quantity of additional capabilities that is an acceptable tradeoff you are playing in the wrong region. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
240
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Posted - 2012.12.21 18:35:00 -
[50] - Quote
ihcn wrote:La Nariz wrote:E: I'll add to this. You still refuse to counter my argument that highsec is warranted a nerf because the other sec status areas require social interaction (diploamcy) in order to operate. You still refuse to explain why solo play should be more rewarding than group play. Because he conveniently ignores the fact that eve online is and always has been advertised as an always-on pvp game. If you want to play a single player game, why not play X3 or something? If you undock anywhere you can be shot, even in highsec. Even if you play by the rules.
If you pay attention to the rules and intel sources appropriate to the portion of the game you are playing in you are unlikely to be a victim there, and are likely to be able to find nice targets.
Perhaps you just don't understand how the rules work in highsec well enough?
Or perhaps you think that too many people you would like to be easy targets do understand the rules? http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |
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Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.21 18:56:00 -
[51] - Quote
ihcn wrote:Buzzy Warstl wrote:ihcn wrote:La Nariz wrote:E: I'll add to this. You still refuse to counter my argument that highsec is warranted a nerf because the other sec status areas require social interaction (diploamcy) in order to operate. You still refuse to explain why solo play should be more rewarding than group play. Because he conveniently ignores the fact that eve online is and always has been advertised as an always-on pvp game. If you want to play a single player game, why not play X3 or something? If you undock anywhere you can be shot, even in highsec. Even if you play by the rules. If you pay attention to the rules and intel sources appropriate to the portion of the game you are playing in you are unlikely to be a victim there, and are likely to be able to find nice targets. Perhaps you just don't understand how the rules work in highsec well enough? Or perhaps you think that too many people you would like to be easy targets do understand the rules? It boggles my mind how much of a non-sequitur this post is. Is english not your first language? It apparently isn't yours.
You complained about highsec being "single player".
I carefully, and with mostly small words, explained to you how it isn't.
Maybe I used too many big words. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.21 18:59:00 -
[52] - Quote
La Nariz wrote:Buzzy Warstl wrote: If you undock anywhere you can be shot, even in highsec. Even if you play by the rules.
If you pay attention to the rules and intel sources appropriate to the portion of the game you are playing in you are unlikely to be a victim there, and are likely to be able to find nice targets.
Perhaps you just don't understand how the rules work in highsec well enough?
Or perhaps you think that too many people you would like to be easy targets do understand the rules?
Way to miss the point. The point is you have to have some sort of social interaction (diplomacy) to be successful in lower sec status areas but do not in highsec. Yet for some unknown reason highsec industrial capabilities should not be nerfed even though it requires no social interaction, (diplomacy) in fact people are touting that highsec industrial activity should be more rewarding. This is analogous to saying solo play should be more rewarding than group play in an MMO which is not true at all. Once again CCP has acknowledged this when they say people who find corporations (social groups) they like are far more likely to stay in EVE than people who do not find corporations (social groups) they like. So?
I am clearly poorly suited to diplomacy, and you would demand that if I am unable to do so effectively I am unworthy of attaining any proper rewards in EvE?
Pull the other one, it's got bells on it (really, I had them installed last week). http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
240
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Posted - 2012.12.21 23:20:00 -
[53] - Quote
Jenn aSide wrote:Buzzy Warstl wrote: I am clearly poorly suited to diplomacy, and you would demand that if I am unable to do so effectively I am unworthy of attaining any proper rewards in EvE?
YES!Why is that a hard concept to grasp? In a game about people and conflict, the people who are better at making friends and fighting people when, the people who are worse at those things lose. This is the natural order of any game, if you can't grasp the strategies and mechanics of chess, you should lose every chess match you attempt. If you hand/eye coordination sucks, you should lose every ping pong game you play etc etc. So you think you should be able to suck at the core things a sandbox MMO requires and still get the same rewards as people who don't suck at it? What kind of communist land do you come from? Except I don't suck at them.
You leap hard at conclusions, especially if they favor your prejudices.
The point of a sandbox MMO is there is no right answer, if there is a single play style or ship that inevitably leads to victory guess what happens?
Nerfbat to the knees.
Sure, excelling at diplomacy and being able to gather large groups together gets you fine rewards, but guess what?
You aren't reaping them either.
Good luck with that. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.22 00:12:00 -
[54] - Quote
Shepard Wong Ogeko wrote: But this is not really about forcing dedicated highsec players into nullsec. This is about getting nullsec players to move their highsec alts to nullsec, rather then just leaving a PvP character who only logs in to "blob". that is the dirty secret behind why nullsec is so empty, and the small gang PvP'ers cry that they can't find anything but a few ratters to try and shoot at.
I also believe that being a sandbox game should mean that any style of game play should be possible.
But when one looks at the comparative advantage of the security regions, highsec wins on way too many counts. A good chunk of that 70% or so players in highsec are the alts of nullsec players. Missions are infinitely available. It has the best industry infrastructure. Most of the ore is on par with nullsec in terms of isk/hr. And add relative safety to all that, thanks to Concord. This means that, while any style of play is possible, it is often most rewarding in highsec for many reasons. Less loss, better o
CCP has made so many facets of highsec both good and easy that is does in effect "force" players to go there and stay there.
So, is this about highsec being too good then, or is it about the rewards of nullsec not being distributed in a way that allows everyone supporting a nullsec adventure to live there effectively?
Because the problem you claim here, nullsec players having money-making alts in highsec, is one that exists for every version of highsec that has playable content at all.
The existence of Jita is sufficient, if highsec were only the 3 jumps around Jita, nullsec players would *still* have their money-making alts there playing the Jita market and taking advantage of what little other profit was left in those few systems.
The problem isn't that highsec is too good, the problem is that nullsec doesn't scale to allow enough players to enjoy the content there.
It *could* be fixed, with strong but narrow sovereignty and scalable content in nullsec, but we are a long way from that point and I don't think CCP is planning on moving the game in that direction. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
240
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Posted - 2012.12.22 04:38:00 -
[55] - Quote
Jenn aSide wrote: As for "you aren't reaping them either" WTf are you talking about?
I'll bet you own lots of stations, after all, you are such an expert on everything nullsec. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
240
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Posted - 2012.12.23 00:52:00 -
[56] - Quote
Vaerah Vahrokha wrote:Malcanis wrote: So you're saying that you'd be quite happy for hi-sec industry to face the same restrictions that nullsec industry does?
OK let's start with only 1 station per system
Are you still happy?
I don't want to say anything about this since I am 75% agreeing with all what GS and other null players want. But there's one thing that caught my eye. In one of the NPC nullsec stations I go sometimes (5J) the refine is 50%. So if somebody nerfs hi sec to null sec levels, the only ones really affected are those without the refining skills. Aka Malcanis Law... All NPC stations have 50% refining.
All of them. Highsec, nullsec, lowsec, it doesn't matter. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
240
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Posted - 2012.12.23 00:59:00 -
[57] - Quote
Hannah Flex wrote:Yonis Kador wrote:Wait. Now null sec doesn't want high seccers to head to null? That can't be accurate. After all this talk of risk/reward, balancing on principle and getting null industry alts to come home, "no one" wants high seccers to radiate to null? If that's true, then the proposed high sec nerf only translates to a massive influx of isk for null sov holders Its like this: nobody wants all the highsec bears to come to null, I dont know how that myth gets perpetuated. Stay right where you are at. Moongoo is broke, nerf it, fix it, fix the whole T2 production chain so that we dont have to rely on moons to support our alliance. Take away moongoo, allow us to develop our space in a meaningful way and contribute to the health of the alliance from the line-member grunt level on up, rather than capturing all kinds of moons. We dont want moongoo AND this bottom up increase, we been saying moongoo is broke for years. Fix it and give us bottom-up income. So you want scalable content for nullsec.
Perfectly reasonable.
It has to come at the cost of sharply curtailed sovereignty, though, or the first mover advantage is too great. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
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Posted - 2012.12.23 01:24:00 -
[58] - Quote
Malcanis wrote: So you're saying that you'd be quite happy for hi-sec industry to face the same restrictions that nullsec industry does?
OK let's start with only 1 station per system
Are you still happy?
One station per system, but I can build supercaps? SOLD! http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
245
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Posted - 2012.12.23 18:32:00 -
[59] - Quote
Natsett Amuinn wrote: Why indeed aren't the people moving from high sec? Maybe becuse the one measurable point of "winning" in EVE that every person playing it has, is that stupid number in your wallet.
Let's be realistic for a moment. Almost all of us are playing to make silly virtual wealth. It's the one thing we have to really focus on because we don't have to grind levels or gear, so we measure our success by ISK. Some do it otherways, like killboard, but that's not what the majority of us are measuring our success by.
We play for ISK. Whatever reason you initially came to EVE for, in the end you will be playing for ISK. When the best place for ISK is high sec, why would people leave, indeed.
If the only metric of "winning EvE" you have is how big your virtual bank balance is, you lost before the first time you logged in.
The point of EvE is to have fun playing EvE. That means different things to different people, from being a part of massive fleets of gigantic ships competing for control of nullsec to sitting in a quiet backwater listening to the hum of your mining lasers as they steadily fill your hold.
Isk is just how you gain access to the parts of the game that you enjoy. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
245
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Posted - 2012.12.23 20:57:00 -
[60] - Quote
La Nariz wrote:Buzzy Warstl wrote: If the only metric of "winning EvE" you have is how big your virtual bank balance is, you lost before the first time you logged in.
The point of EvE is to have fun playing EvE. That means different things to different people, from being a part of massive fleets of gigantic ships competing for control of nullsec to sitting in a quiet backwater listening to the hum of your mining lasers as they steadily fill your hold.
Isk is just how you gain access to the parts of the game that you enjoy.
Find us a better quantifiable metric and we'll be happy to use it until then all we have is isk/hr. Subscriber base.
The more people are playing EvE, the more people are having fun at it.
If you need a visible e-peen to size up, that's your way to have fun at EvE. It isn't wrong, but it isn't the only way to win. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |
|

Buzzy Warstl
The Strontium Asylum
245
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Posted - 2012.12.23 21:01:00 -
[61] - Quote
Varius Xeral wrote:No, no. He doesn't care about isk/hour, so he's not going to care when hisec income gets nerfed. Problem solved. You know what? I really wouldn't. But it's impossible for you to kill the market, so you won't be able to touch my best isk/hr activity.
Other people might care, however. If they leave the game because their e-peen has been cut off, I will be enjoying it less.
I've played post-plague games before, where a thriving user base has dropped dramatically for whatever reason, and it *sucks*. It invariably is worse than whatever problem the developers were looking to solve when they made the changes that caused the exodus. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
249
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Posted - 2012.12.23 22:30:00 -
[62] - Quote
La Nariz wrote:Buzzy Warstl wrote: Subscriber base. The more people are playing EvE, the more people are having fun at it.
Okay so you have another metric that tells us nothing about reward. It tells us how many accounts are in the game and that just hints at the overall size of EVE but not about the reward disparity across the sec areas. I'd like to have proper metrics for "fun" but its way to subjective you can't count and compare how much "fun" there is. Being able to count and compare are two crucial factors to a quantifiable metric. Hence why isk/hr is the best metric we have, once again if you have a better metric please tell us. What part of "sandbox game" is so hard for you to understand?
If half the user base is perfectly happy nibbling on rocks and running highsec missions and doesn't want to stretch into more challenging aspects of the game, that's twice as many players as there would be if those features were made too difficult for them to access.
That's twice the market size (well, maybe only 30% more market, but still bigger), twice the potential PvP targets, twice the jeers and twice the tears.
If all you care about is isk, I've got a 128 bit integer with your name on it on a private server. Have as much as you want, but you have to play alone. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
313
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Posted - 2012.12.24 05:23:00 -
[63] - Quote
La Nariz wrote:Buzzy Warstl wrote: What part of "sandbox game" is so hard for you to understand?
If half the user base is perfectly happy nibbling on rocks and running highsec missions and doesn't want to stretch into more challenging aspects of the game, that's twice as many players as there would be if those features were made too difficult for them to access.
That's twice the market size (well, maybe only 30% more market, but still bigger), twice the potential PvP targets, twice the jeers and twice the tears.
If all you care about is isk, I've got a 128 bit integer with your name on it on a private server. Have as much as you want, but you have to play alone.
We aren't arguing over "sandbox game" you're trying to tell me why isk/hr is a bad metric for reward. So far all you've got is because of that metric it makes me a sad, terrible person IRL. Now I'll say it again to you, if you have a better quantifiable metric for reward please let us know. I'll keep it in simple terms here so don't go getting pedantic on me, give us something easily measured, counted, and compared. No, you are trying to convince me that any metric of reward has to be quantifiable directly on a player-by-player basis, and I'm telling you that's poppycock.
The purpose of the game is in the playing of it. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
313
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Posted - 2012.12.24 05:27:00 -
[64] - Quote
La Nariz wrote:Tesal wrote: The risk reward argument falls flat because the reward in hi-sec industry is small, often items are put up below build cost. The intense competition keeps prices and profits low. The reward is in line with the risk. Buffing nullsec industry won't change low prices. Nerfing hi-sec severely would have negative consequences for the game such as inflation, as prices rise due to a lack of competition, and people quitting industry in hi-sec.
Yet the reward for highsec industry is still higher than the reward for nullsec industry. The argument does not fall flat. The risk is in highsec is zero yet the risk in nullsec is high. Prices rising are perfectly fine, prices going up do not automatically mean inflation is the cause. Once again someone trots out the "if highsec is nerfed people will quit" argument which has been defeated way too many times in this thread for me to get into it again so I'm going to leave it with a flat, you are wrong. If the reward for nullsec industry is so awful, why is there a problem with supercap proliferation?
Perhaps you mean reward for the ordinary nullsec player, who is completely locked out of industry there, but that is a problem that the fine folks of Goonswarm can fix for themselves within their alliance space. All that needs to happen is rent out all those newly idle CSAA POS facilities to the folks in your alliance that want to use the industrial space for other things.
There's nothing stopping you but you. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
316
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Posted - 2012.12.24 17:21:00 -
[65] - Quote
La Nariz wrote:Buzzy Warstl wrote:No, you are trying to convince me that any metric of reward has to be quantifiable directly on a player-by-player basis, and I'm telling you that's poppycock.
The purpose of the game is in the playing of it. Alright smart one tell me how I am to compare reward in a meaningful way then without some quantifiable metric? I'll answer that for you, you can't. So do you have a better quantifiable metric, if not then go away or find some other point to argue. If you have access to the server logs, you watch what people actually do in the game and how long they do it for.
You might also use isk/hr, but if the first measure disagrees with isk/hr you should assume that people are finding *some* enjoyment out of that activity that isn't measurable that way.
Unfortunately, we can't do this as players directly, so we have to trust CCP when they tell us where people are playing and what they are doing with that time, and that they are actually paying attention to these measures themselves. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
322
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Posted - 2012.12.26 14:27:00 -
[66] - Quote
La Nariz wrote:Malphilos wrote:Hence the hue and cry to get more people to come to null, and to buff/nerf to make it more interesting. ?  The cry is an attempt to balance highsec risk:reward and bring it inline with the rest of the game. Way to miss out on the last 57 pages of thread. It is in line.
Rewards in lowsec and NCP null are significantly greater for those with the ability and inclination to grab them, and the rewards for the leaders of the nullsec alliances (those who actually play and win the social game instead of tagging along for the ride) are greater than can be had in any other part of space by a huge margin.
Not broken at all, I sense somebody hasn't realized they aren't playing the game right yet if they aren't reaping the rewards their space offers. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
322
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Posted - 2012.12.26 15:00:00 -
[67] - Quote
I've already covered the biggest reason why highsec can't be nerfed, but since this thread is getting longer and longer and the same tired non-arguments are being trotted out over and over again I'll repeat it:
There needs to be an aura of exclusivity to nullsec to keep things lively there. Not everyone can be allowed to play in sovereign nullsec.
The people who can't (or don't want to) currently play in sovereign nullsec need a place where they can play the game at all.
This means a place with effectively unlimited content (including industry) so it can hold all the players not currently in nullsec alliances (as well as however many nullsec alts as people care to make and play there).
This content has to provide some level of reward for players at any level of experience, which means that for players with both elite player and character skills it will provide significant rewards. The only way to prevent that is to literally kick players out if they are too good.
As such, I propose something that *could* be an effective nerf to highsec:
If it doesn't spawn or can't be built in in highsec it is contraband there.
There, no more deadspace fit pirate faction battleships blasting through L4 missions as fast as the players can pull them, nerf accomplished. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
322
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Posted - 2012.12.26 15:37:00 -
[68] - Quote
La Nariz wrote:Buzzy Warstl wrote:I've already covered the biggest reason why highsec can't be nerfed, but since this thread is getting longer and longer and the same tired non-arguments are being trotted out over and over again I'll repeat it:
There needs to be an aura of exclusivity to nullsec to keep things lively there. Not everyone can be allowed to play in sovereign nullsec.
The people who can't (or don't want to) currently play in sovereign nullsec need a place where they can play the game at all.
This means a place with effectively unlimited content (including industry) so it can hold all the players not currently in nullsec alliances (as well as however many nullsec alts as people care to make and play there).
This content has to provide some level of reward for players at any level of experience, which means that for players with both elite player and character skills it will provide significant rewards. The only way to prevent that is to literally kick players out if they are too good.
As such, I propose something that *could* be an effective nerf to highsec:
If it doesn't spawn or can't be built in in highsec it is contraband there.
There, no more deadspace fit pirate faction battleships blasting through L4 missions as fast as the players can pull them, nerf accomplished. Okay this is a big "stop trying to force people into nullsec" the OP answers this thankfully: 13) This is just about some players trying to force everyone to play like them.
- It really isnGÇÖt, diversity in the game is obviously really important, the vast majority of players specialise and that is a good thing. This is about balancing the regions of the game. This is a reading comprehension failure on your part.
*Any* reward in the unlimited play area that allows players with less than perfect skills to continue to play the game will be abusable by players with perfect character skills and a full understanding of the mechanics.
It simply can't be any other way unless you deliberately cut off rewards for activities once the player or their character has grown past them.
Traditional RPG's deal with this by denying you experience for killing NPC's too weak for you, and credit for killing characters too weak for you.
EvE isn't written in a way that makes that possible apart from limiting what ships can go where, so no capital ships in highsec.
If that isn't enough for you, if you can't raise your rewards well past highsec levels using capital ships in their intended environment, the problem might not be with the game. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
323
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Posted - 2012.12.26 15:48:00 -
[69] - Quote
I just noticed something: normal nullsec NPC content doesn't include any capital ships.
Since it's PvE that provides most of the actual rewards, maybe there's a hook for the people that feel cheated by the risk:reward ratio for nullsec. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
329
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Posted - 2012.12.26 16:06:00 -
[70] - Quote
La Nariz wrote:Buzzy Warstl wrote: If that isn't enough for you, if you can't raise your rewards well past highsec levels using capital ships in their intended environment, the problem might not be with the game.
So now we change to carrier ratting. Yeah CCP doesn't want that its been said in a dev blog before. Next waffle please. Carrier ratting is normal in nullsec already. Do you even log in? http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |
|

Buzzy Warstl
The Strontium Asylum
329
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Posted - 2012.12.26 16:16:00 -
[71] - Quote
Lord MuffloN wrote:Buzzy Warstl wrote:La Nariz wrote:Buzzy Warstl wrote: If that isn't enough for you, if you can't raise your rewards well past highsec levels using capital ships in their intended environment, the problem might not be with the game.
So now we change to carrier ratting. Yeah CCP doesn't want that its been said in a dev blog before. Next waffle please. Carrier ratting is normal in nullsec already. Do you even log in? And CCP have stated they want to do away with it. CCP says all sorts of things. I can't even fly a carrier (on any 'toon) and I would probably quit the game if they made a serious move in that direction.
It's just that stupid a move.
PvE pays, PvP costs. It's the way the game is written for all sorts of reasons. Top-end PvE content needs to be available for top end rewards, and top-end ships need to be the best for accessing that content.
Making PvE content available that requires big ships and pays very well is the best way to get people to put more of them at risk. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
329
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Posted - 2012.12.26 16:36:00 -
[72] - Quote
La Nariz wrote:Buzzy Warstl wrote: CCP says all sorts of things.
The people that design and make the game state that they want to take the game in a certain direction. You can't brush that off they are literally in charge of where the game goes. Yes, and as I said, if they make a change that obviously stupid I'll quit even though it doesn't effect me directly.
People are complaining that nullsec rewards are too low, so they are talking about lowering them further? That doesn't even make sense in bizarro world. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
329
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Posted - 2012.12.26 16:53:00 -
[73] - Quote
Buzzy Warstl said "If that isn't enough for you, if you can't raise your rewards well past highsec levels using capital ships in their intended environment, the problem might not be with the game." La Nariz said "So now we change to carrier ratting. Yeah CCP doesn't want that its been said in a dev blog before."
Now La Nariz Says "Yeah no one is talking about lowering nullsec rewards I have no idea how you thought of that. "
I may be a mere pubbie, but I do have an attention span of more than a page. Do try to stay consistent. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
329
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Posted - 2012.12.26 17:05:00 -
[74] - Quote
La Nariz wrote:Buzzy Warstl wrote:Buzzy Warstl said "If that isn't enough for you, if you can't raise your rewards well past highsec levels using capital ships in their intended environment, the problem might not be with the game." La Nariz said "So now we change to carrier ratting. Yeah CCP doesn't want that its been said in a dev blog before."
Now La Nariz Says "Yeah no one is talking about lowering nullsec rewards I have no idea how you thought of that. "
I may be a mere pubbie, but I do have an attention span of more than a page. Do try to stay consistent. There is a big difference between us saying something and CCP saying something. None of us have argued for a nullsec reward nerf. That attention span needs a little work. If you are merely the messenger for CCP's message you are still saying it.
You might not like it (I know I wouldn't were I in your shoes), but it's where I would have gotten the idea that someone was talking about it.
Reading for comprehension, you might try it some time. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
329
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Posted - 2012.12.26 19:12:00 -
[75] - Quote
For nullsec to be a battleground there needs to be a place outside nullsec for people to gather resources to attack entrenched nullsec interests. That place has to allow the acquisition of sufficient resources to be a credible threat.
Entrenched nullsec interests can and should argue for this not to be the case because it is in their interests to do so, and they should always fail or the game will become static and die the same death that has happened to every other game that became static.
If that is not a good enough argument for you, that's OK, but it's the truth. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
329
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Posted - 2012.12.26 19:27:00 -
[76] - Quote
Varius Xeral wrote:Like npc nullsec or lowsec, where most invasions actually base from, even ones between neighboring established sov holders.
There's a vast difference between a staging area and a resource collection area, and if what you are saying is true from a resource collection standpoint then highsec is obviously fairly balanced with NPC null and lowsec, so no problem. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
341
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Posted - 2012.12.27 13:52:00 -
[77] - Quote
James Amril-Kesh wrote:Whenever someone says "you want to make it so highsec industrialists can't compete" they mean "you want to make it so nullsec industrialists can compete with us! **** THE SKY IS FALLING WE HAVE TO EVACUATE" Honestly, why should *anyplace* in space be better than the most civilized regions with the highest population density for T1 production?
All the reasons come down to "we are elite nullsec players, we work harder so we deserve the best of everything" and that is selfish, self-entitled bullcrap.
http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
341
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Posted - 2012.12.27 14:48:00 -
[78] - Quote
La Nariz wrote:Buzzy Warstl wrote:James Amril-Kesh wrote:Whenever someone says "you want to make it so highsec industrialists can't compete" they mean "you want to make it so nullsec industrialists can compete with us! **** THE SKY IS FALLING WE HAVE TO EVACUATE" Honestly, why should *anyplace* in space be better than the most civilized regions with the highest population density for T1 production? All the reasons come down to "we are elite nullsec players, we work harder so we deserve the best of everything" and that is selfish, self-entitled bullcrap. Point 8 of the OP eloquently answers this: 8) High Sec is the empire and null is the wildlands, so the industry should be in High.
- Actually there are very stable empires in null built by the hard work of many people and yet they cannot sustain a fraction of the industry that is handed, for free, to High Sec. This is a great detriment to the game and a bad message to future players, GÇ£donGÇÖt work hard, you canGÇÖt do better than staying in the system you started inGÇ¥.
- For Risk and Reward to balance an area that is safe should be low value, and a dangerous area should be high value, having a high value safe area distorts everything and spoils a fundamental mechanic of the game, no wonder 71% of people live in High Sec. Most of the NPC people live in highsec, that's why you can't get enough workers in nullsec to support more than one outpost per system.
It takes a lot of people to run a space station, and even more to run one with massive manufacturing capacity. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
341
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Posted - 2012.12.27 15:23:00 -
[79] - Quote
Bump Truck wrote:Buzzy Warstl wrote:La Nariz wrote:Buzzy Warstl wrote:James Amril-Kesh wrote:Whenever someone says "you want to make it so highsec industrialists can't compete" they mean "you want to make it so nullsec industrialists can compete with us! **** THE SKY IS FALLING WE HAVE TO EVACUATE" Honestly, why should *anyplace* in space be better than the most civilized regions with the highest population density for T1 production? All the reasons come down to "we are elite nullsec players, we work harder so we deserve the best of everything" and that is selfish, self-entitled bullcrap. Point 8 of the OP eloquently answers this: 8) High Sec is the empire and null is the wildlands, so the industry should be in High.
- Actually there are very stable empires in null built by the hard work of many people and yet they cannot sustain a fraction of the industry that is handed, for free, to High Sec. This is a great detriment to the game and a bad message to future players, GÇ£donGÇÖt work hard, you canGÇÖt do better than staying in the system you started inGÇ¥.
- For Risk and Reward to balance an area that is safe should be low value, and a dangerous area should be high value, having a high value safe area distorts everything and spoils a fundamental mechanic of the game, no wonder 71% of people live in High Sec. Most of the NPC people live in highsec, that's why you can't get enough workers in nullsec to support more than one outpost per system. It takes a lot of people to run a space station, and even more to run one with massive manufacturing capacity. You don't mean players right you mean in the story people who work as refining manager number 04786? If it's a story can't we say it's all automated and robotic? Anyone who can make a jump bridge can make an automated refinery. Yes, I'm talking lore.
It's quite clear that despite the prevalence of robotics there's a lot of limits to what can be automated in the EvE universe.
It's also quite clear that with nullsec alliances leaving the Sansha's free reign to depopulate entire constellations that anyone with the ability to move into better protected space will do so.
Outside lore, a large percentage of players prefer to do their play in space with rules about who can shoot who and when. I use as evidence the simple fact of where the most people play even when there are better rewards and access to more features in other parts of space.
You could literally strip highsec of all advanced play features and most people would *still* spend most of their play time there, until you stripped so many features out that they no longer had any incentive to play at all.
Because rules rule. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
342
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Posted - 2012.12.27 16:09:00 -
[80] - Quote
Malcanis wrote:Buzzy Warstl wrote:James Amril-Kesh wrote:Whenever someone says "you want to make it so highsec industrialists can't compete" they mean "you want to make it so nullsec industrialists can compete with us! **** THE SKY IS FALLING WE HAVE TO EVACUATE" Honestly, why should *anyplace* in space be better than the most civilized regions with the highest population density for T1 production? All the reasons come down to "we are elite nullsec players, we work harder so we deserve the best of everything" and that is selfish, self-entitled bullcrap. You're seriously asking why hi-sec shouldn't be the best space and in the same breath calling 0.0ers entitled?  OK. "Best for the base" is a far cry from "the best space".
There is a concept called "baseline functionality", it's essential to all products (and a game is a product). It's the minimum essential to make the product what it is.
T1 production is part of the baseline functionality of EvE. T1 ships, low class ore availability, and mission availability are baseline functionality.
You are trying to argue that people should need to work extra to be able to have full access to that.
The wrong you have is so deep I cannot begin to contemplate where you could get it from. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |
|

Buzzy Warstl
The Strontium Asylum
342
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Posted - 2012.12.27 16:17:00 -
[81] - Quote
Since nobody can dispute my case, they are resorting to insulting me on NPC corp alts.
I think that means I've won the thread. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
342
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Posted - 2012.12.27 16:31:00 -
[82] - Quote
Malcanis wrote:Buzzy Warstl wrote: "Best for the base" is a far cry from "the best space".
There is a concept called "baseline functionality", it's essential to all products (and a game is a product). It's the minimum essential to make the product what it is.
T1 production is part of the baseline functionality of EvE. T1 ships, low class ore availability, and mission availability are baseline functionality.
You are trying to argue that people should need to work extra to be able to have full access to that.o
The wrong you have is so deep I cannot begin to contemplate where you could get it from.
Allow me to.assist your contemplation. The problem is caused by your strawman attempts to conflate "production is more efficient in 0.0" with "production is only possible in 0.0". Why should T1 production (not production in general, just T1 production of subcapital ships, modules and ammo) be better anywhere but in the heart of civilization?
You haven't addressed that question with any justification, you just keep crying "you're wrong!" which is not an argument, it's just contradiction.
http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
342
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Posted - 2012.12.27 16:47:00 -
[83] - Quote
It might not be where your heart is, but raw numbers and the design of the game both from a mechanics and lore perspective say it is. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
342
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Posted - 2012.12.27 17:13:00 -
[84] - Quote
Malcanis wrote:Buzzy Warstl wrote:It might not be where your heart is, but raw numbers and the design of the game both from a mechanics and lore perspective say it is. So your argument is: "All the best facilities are in hisec, so not surprisingly that's where most of the players are, therefore all the best facilities should be in hi-sec" With circular reasoning like that, you should be in the merry-go-round business. Hey let's apply your logic to ship balancing too "Dramiels are far more powerful than any other frigate, therefore everyone is flying Dramiels, therefore CCP should buff Dramiels" But yeah what's actually going to happen is that hi-sec is going to get the same treatment that the Dramiel got this year, and it'll be good but not the best at everything. Because a game with only 1 viable choice to make is a bad game. Except in Buzzy Warstl Land, I guess. Pipe dreams are under the bed, this here's the nightmare closet.
If highsec industry gets a nerf it's going to be disallowing the production of T2 and better products in highsec assembly lines.
Because that actually makes sense, and is equivalent to your argument.
Highsec assembly lines will not be cut, nor will T1 production be nerfed, because not even Blizzard would be that stupid and CCP is better than that.
Malcanis wrote: So why should players be unable to build a better civilisation than NPCs?
Why can't players produce BPO's and new ship designs? http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
342
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Posted - 2012.12.27 17:30:00 -
[85] - Quote
Malcanis wrote:So, Buddy: Why shouldn't players be able to build a better civilisation than NPCs? Are you able to answer this question? Because CCP, in their limited wisdom, designed a game where every decision that would have allowed that to be the case has been answered with "the NPC's will always have an advantage".
You might think that they are wrong, but apart from capital ships that has always been the answer, and in the case of the capital ships there is a portion of the game where they still say "Not here. Here the NPC's rule and there will be no superior player ships here."
If you want to play a game where player driven content is superior in every way to NPC driven content keep looking, because this isn't it.
(and if you find such a game, PM me, because I've been looking for it, too) http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
342
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Posted - 2012.12.27 18:10:00 -
[86] - Quote
Malcanis wrote:Buzzy Warstl wrote:Malcanis wrote:So, Buddy: Why shouldn't players be able to build a better civilisation than NPCs? Are you able to answer this question? Because CCP, in their limited wisdom, designed a game where every decision that would have allowed that to be the case has been answered with "the NPC's will always have an advantage". So what is is what should be? EVE is a perfect, unchangable monolith that can't be altered in anyway from its original flawless conception? Also, from where I'm sitting, EVE's lore and design seems to be predicated on the idea that capsuleers are virtually gods compared to those who aren't, and that CCP has been slowly but surely removing NPC monopolies for half a decade. Why should they stop now? What on earth makes you think they will? EDIT: And your answer isn't an answer. It boils don't to "players shouldn't be able to build a better empire than the NPC because players can't build a better empire than the NPCs". WHY shouldn't they be able to? You obviously stopped at the portion you quoted, because I answer that as well as possible there.
The short form "because that would be a different game, call me when you find it."
http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
342
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Posted - 2012.12.27 18:48:00 -
[87] - Quote
Right. People play EvE as it currently exists for the most part because it is the game they want to play (warts and all).
Change the game too much, especially dramatic changes around core content, and it's no longer the game they expect, and breaking that expectation would cause a large portion of the player base to simply abandon ship.
WiS wasn't even a big change, despite the broughaha around it, and it came perilously close to killing the game because of the expectation that bigger changes would be around the corner that would make it not EvE any more. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
342
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Posted - 2012.12.27 19:05:00 -
[88] - Quote
Alavaria Fera wrote:Malcanis wrote:Also, from where I'm sitting, EVE's lore and design seems to be predicated on the idea that capsuleers are virtually gods compared to those who aren't, and that CCP has been slowly but surely removing NPC monopolies for half a decade. Why should they stop now? What on earth makes you think they will?
EDIT: And your answer isn't an answer. It boils don't to "players shouldn't be able to build a better empire than the NPC because players can't build a better empire than the NPCs".
WHY shouldn't they be able to? NPC monopolies are the way of the future. Lay down arms or CONCORD will ~deal with~ you. Your barbarism will not be tolerated. WTS: Nidhogger, Jita 4-4, slightly used, *don't undock*. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
343
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Posted - 2012.12.27 19:51:00 -
[89] - Quote
La Nariz wrote:Vaerah Vahrokha wrote:La Nariz wrote:Vaerah Vahrokha wrote:Malcanis wrote: EDIT: And your answer isn't an answer. It boils don't to "players shouldn't be able to build a better empire than the NPC because players can't build a better empire than the NPCs".
WHY shouldn't they be able to?
This is a good question I think you should answer. Nice putting the name of other posters like they typed text they never had  It's true you should answer that question Malcanis asked that other poster. I don't think you can answer it well. Actually, she answered it better than I did.
http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
343
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Posted - 2012.12.27 20:26:00 -
[90] - Quote
Bump Truck, you hit on the brilliant part of EvE.
There's rules in highsec, but you are allowed to break the rules. It's not like WoW where if someone avoids being PvP flagged you absolutely can't touch them.
Ganking of "innocent civilians" can happen, and does.
It isn't enough for some, obviously, but that's their problem. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |
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Buzzy Warstl
The Strontium Asylum
343
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Posted - 2012.12.27 20:36:00 -
[91] - Quote
Lord MuffloN wrote:Buzzy Warstl wrote: Actually, she answered it better than I did.
Avoiding the question isn't an answer, it's what people looking for ways out do. Avoiding the answer doesn't make it go away. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
344
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Posted - 2012.12.27 20:56:00 -
[92] - Quote
Well, clearly you *can* nerf highsec. It's just that all the suggestions from the Goon gallery have been poorly thought out crap.
In the process of dancing with the trolls I have personally suggested at least 3 ways that highsec could be nerfed in a practical way.
Since you ignored those I know you're just trolling, but there's a real conversation that's happened around you. http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
368
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Posted - 2012.12.27 22:33:00 -
[93] - Quote
Highsec is about availability of basic features. My suggestions were to move more non-basic features out of highsec, while maintaining full availability of basic features.
I guess since I think that highsec should be able to support as many people as want to play there with full availability of resources if they are willing to dig a bit I didn't suggest anything that the high and mighty nullsec lords would consider a "nerf". http://www.mud.co.uk/richard/hcds.htm
Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
381
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Posted - 2012.12.28 15:06:00 -
[94] - Quote
Malcanis wrote:Buzzy Warstl wrote:Highsec is about availability of basic features. My suggestions were to move more non-basic features out of highsec, while maintaining full availability of basic features.
I guess since I think that highsec should be able to support as many people as want to play there with full availability of resources if they are willing to dig a bit I didn't suggest anything that the high and mighty nullsec lords would consider a "nerf". No one is (seriously) suggesting that availability of basic features should be removed from hi-sec. All we're asking is that some of them be vaible in 0.0 too. The fundamental reason they aren't viable in 0.0 is there are other features competing for the same resources.
A buff to nullsec industry is definitely called for, but it will never be a powerhouse for T1 production because there are better things to do with industrial resources there. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
381
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Posted - 2012.12.28 15:45:00 -
[95] - Quote
Malcanis wrote:Buzzy Warstl wrote:Malcanis wrote:Buzzy Warstl wrote:Highsec is about availability of basic features. My suggestions were to move more non-basic features out of highsec, while maintaining full availability of basic features.
I guess since I think that highsec should be able to support as many people as want to play there with full availability of resources if they are willing to dig a bit I didn't suggest anything that the high and mighty nullsec lords would consider a "nerf". No one is (seriously) suggesting that availability of basic features should be removed from hi-sec. All we're asking is that some of them be vaible in 0.0 too. The fundamental reason they aren't viable in 0.0 is there are other features competing for the same resources. A buff to nullsec industry is definitely called for, but it will never be a powerhouse for T1 production because there are better things to do with industrial resources there. You realise that T1 ships (capital ships are T1, you may recall) make up 90% or more of the ships used in 0.0. Battlecruisers. Battleships. Carriers. Dreadnaughts. All T1. I think you'll find that not only would alliances be happy to dedicate most of their production facility to T1, they'll insist on being able to do so. That's going to require enough industrial capacity to saturate the demand for T2, T3, Capital, and Supercap production (assuming T2 and T3 pushed out of highsec first, of course).
I'd have to run numbers to be sure of it, but just from what I've seen on the portions of the markets I engage in actively, and the characteristics of POS industry and the available nullsec stations we would be looking at at least an order of magnitude capacity increase in sovereign nullsec before saturating that demand.
I also don't think it's necessarily a good idea for sovereign space to be able to be completely self-sufficient, despite the obvious appeal. Every time you need to reach outside your space for something is an opportunity for conflict. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
381
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Posted - 2012.12.28 16:28:00 -
[96] - Quote
Actually, the part of people quitting highsec if it's nerfed is a bit of a red herring.
It's if highsec is nerfed enough to make a big difference to nullsec without corresponding buffs to nullsec. The degree of nerf necessary to do that amounts to gutting the game completely, at which point it simply won't be any fun to play for anyone.
The status quo for industry is imperfect, but there are large portions of it that need to be buffed before we start talking about the need for serious nerfs *anywhere*. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
383
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Posted - 2012.12.28 21:17:00 -
[97] - Quote
Malcanis wrote:
Counterpoint: every game that has tried to copy the WoW model has crashed and burned hard.
Right, which is why CCP isn't going to be releasing "Lost Pandas of Syndicate" any time soon.
The key is recognizing which parts of your game pull in the most people and keep them around for long enough to be profitable.
This is more a matter of self awareness than looking outside at what others are doing, but WoW does provide a key lesson: get to know your players as well as possible, then get them involved in the content they want with a minimum of friction to the process.
Blizzard does extensive analysis of what people are doing in the game. If you play, or know someone who does, take a look at the achievements and statistics available to players and what those can tell you about their game play.
CCP doesn't make half as much information available to us about what we've done in the game, this may mean they aren't doing the extensive data mining about actual play that Blizzard is despite the large scale analyses they publish regularly.
This would be missing the trees for the forest.
I don't know for sure the right answers to highsec vs. everything else balance, but I can tell you that if there is a part of *any* game that players are persistently drawn to regardless of positive and negative changes over time you don't make obviously negative changes to that part of the game on a whim.
[Edit] I guess my main point is that CCP needs to try to divine what the most people find the most fun about EvE, and make *that part* as good and as easy to get into as possible, while still continuing to polish and improve all other areas of the game.
It's a tall order, but that's why there are so many wrecks by the side of this road. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
383
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Posted - 2012.12.29 06:52:00 -
[98] - Quote
Hans Jagerblitzen wrote:Shepard Wong Ogeko wrote: I don't think nullsec and highsec industry need to be exactly the same. But highsec industry is flat out too good. Everyone remember Fozzie's infamous Heavy Missile Nerf? The bottom line is that when the ships bonused to heavy missiles only had 5% stat increases, there literally was nothing that could be done to bring missiles into proper scale with the other weapons systems without reducing the base missile stats, and restoring that value using higher ship bonuses. It was a necessary step because it increased the flexibility with which variables could be adjusted. High sec industry suffers the same up-against-a-wall issue of being one of the places you can get the best refines and build times in the game. This literally hamstrings developers to tackle economic issues in several key ways, and by arbitrarily insisting that highsec variables can't be made any lower than they stand today (even if others are increased) some players here are willing to selfishly allow stubborn adherence to a status quo stand in the way of allowing the design teams to solve problems in an innovative, effective, and elegant fashion throughout the next set of expansion releases. [ I am not one of those players, just to clear up the question of where I personally stand on this. ] EVE players are hardworking, cunning, and resilient - and everyone has a price point (or fun factor) that will successfully bait them into taking risks. There is a depressing lack of progression (and lack of adventure) baked into the current industrial core of the game that desperately needs a kickstart. If CCP can deliver and make the art of making things fun as hell - and more lucrative than ever for those that learn to live on the edge, it will bring them more long-term interest than anything they might risk from those that would follow through and quit just because their game changed. Some are betting on the scared carebears who may actually quit. As for me, I'm betting on the smart carebears who are more than capable of computing loss percentages into their profit calculators and making gameplay choices that are pocketbook-friendly. even if they dislike PvP. Some portions of highsec industry could definitely stand to be changed.
The costs of assembly lines should have a higher base and be reduced by standing, for one glaring one. T2 and T3 production should require a POS assembly line or other "advanced facility" with lower availability. Highsec production could be slowed down marginally.
There was one suggestion early in this thread of cutting the number of highsec lines in half, and that absolutely should not happen for reasons of access.
If anything, the baseline capabilities of highsec production lines could be reduced significantly, but the number of lines actually increased (especially in career agent systems).
However, if industry is balanced purely on the back of highsec changes, the magnitude of the nerfs necessary *would* be sufficient to drive people out. As such (and based on your comments you see that too), I expect any industry changes to industry to open as many opportunities as close.
Who knows, maybe we can get CCP to take another look at research, too. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
416
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Posted - 2013.01.02 14:06:00 -
[99] - Quote
Vaerah Vahrokha wrote:Frying Doom wrote: You mean like how they did a wonderful job of updating exhumers and mining barges over the years, all by them selves?
Hey I debunked that Baltec1 invented fallacy 3-4 times in the last weeks, you may as well find those references instead of going cassette playback mode. I tracked a lot of the "buff exhumers/nerf gankers" threads over time, and the changes they made were quite surprising.
Almost like they decided to solve for a different set of problems than the players involved in those discussions were talking about. For instance: if anyone ever asked for a mining barge with more carrying capacity than an Itty 5 I missed that thread completely.
The Hulk itself was barely changed at all.
As usual, they looked at what players were asking for, looked at the game, and answered their own question.
The same sort of thing is going to happen with the POS changes and any industry changes they make on the heels of that. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
419
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Posted - 2013.01.03 02:19:00 -
[100] - Quote
James Amril-Kesh wrote: You're equivocating, here. The point is the limit is still stupid.
If scalable content is added to nullsec, even stricter limits than 5% max sovereignty may be necessary to maintain any reasonable level of organizational balance.
But that's assuming CCP ever decided they are willing to open that can of worms at all. Limited nullsec content with unlimited sov is frankly easier to manage for them.
http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |
|

Buzzy Warstl
The Strontium Asylum
421
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Posted - 2013.01.03 15:08:00 -
[101] - Quote
James Amril-Kesh wrote:Buzzy Warstl wrote:James Amril-Kesh wrote: You're equivocating, here. The point is the limit is still stupid.
If scalable content is added to nullsec, even stricter limits than 5% max sovereignty may be necessary to maintain any reasonable level of organizational balance. But that's assuming CCP ever decided they are willing to open that can of worms at all. Limited nullsec content with unlimited sov is frankly easier to manage for them. How does that make any sense? Nullsec is supposed to be a battlefield.
A place where empires are carved out and won or lost.
If you can make an empire the likes of highsec in nullsec, how much space do you actually need?
What is your incentive to fight your nieghbor if 2 or 3 constellations provides everything a thousand player alliance needs?
The point of nullsec being so limited is to give people a reason to try to claim more territory.
How can you even be in a nullsec alliance and be ignorant of that? http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
423
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Posted - 2013.01.03 17:37:00 -
[102] - Quote
Malcanis wrote:Buzzy Warstl wrote:James Amril-Kesh wrote:Buzzy Warstl wrote:James Amril-Kesh wrote: You're equivocating, here. The point is the limit is still stupid.
If scalable content is added to nullsec, even stricter limits than 5% max sovereignty may be necessary to maintain any reasonable level of organizational balance. But that's assuming CCP ever decided they are willing to open that can of worms at all. Limited nullsec content with unlimited sov is frankly easier to manage for them. How does that make any sense? Nullsec is supposed to be a battlefield. A place where empires are carved out... Yeah about those "empires"...  Well, that's a clear point of discussion.
I played in another game with actual sovereignty rules and a limited space to employ them in, one of the benefits sovereignty gave was the ability to tax people for doing business in your area.
There were no hard limits, but at the same time you couldn't exclude people from using your territory, so an invasion force could be mustered at your very doorstep.
There were quiet periods, but for the most part it proved to be a rather dynamic system, because it made challenging sovereignty relatively easy.
But the important part of it was the "no exclusion" rule. You could shoot people on their way in and out, you could raise taxes (within limits, but they could get quite high) and reimburse your allies, you could do all sorts of nasty and vicious things if you chose, but there was no way to absolutely bar someone from using the facilities in your territory.
This game had no highsec equivalent because the unlimited access area was everywhere.
EvE nullsec has one feature this other game didn't have: you can bar people from using your facilities. You can keep reds, and even neutrals, from docking at your stations.
Do away with that one rule and we don't need NPC stations as the source of scalable content anymore, and we could even (*gasp*) possibly do away with highsec. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
423
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Posted - 2013.01.03 18:10:00 -
[103] - Quote
Jenn aSide wrote: And what game was that?
Not saying, because I know you will come back with "but that game is totally different from EvE", which is exactly my point.
Let's just say that it was an "always on PvP" game that allowed for a mix of play styles but had some stylistic and philosophical quirks that have led to it not being all that popular these days (including with me). http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
424
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Posted - 2013.01.03 18:28:00 -
[104] - Quote
Jenn aSide wrote:Buzzy Warstl wrote:Jenn aSide wrote: And what game was that?
Not saying, because I know you will come back with "but that game is totally different from EvE", which is exactly my point. Let's just say that it was an "always on PvP" game that allowed for a mix of play styles but had some stylistic and philosophical quirks that have led to it not being all that popular these days (including with me). Ah i get it, so the game doesn't exist. Didn't think so, thanks for confirming. And that attitude is exactly why I won't say.
Putting you back on forum mute. Have fun talking to yourself. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
424
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Posted - 2013.01.03 19:11:00 -
[105] - Quote
So, anyway, the point is that nullsec needs to be balanced against nullsec, not against highsec.
The fundamental basis is that to have highsec levels of resources in nullsec, there has to be at least NPC nullsec levels of availability to those resources.
CONCORD is definitely not a necessity, but full-service stations such as people appear to be asking for should not ever be limited access.
Charge ridiculous amounts for refinery, repair, and manufacturing access. Go right ahead, it's your station.
But it should be possible for your worst enemy to dock there.
If that is too much risk for you, maybe it's a reward you don't deserve. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
424
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Posted - 2013.01.03 19:21:00 -
[106] - Quote
Nicolo da'Vicenza wrote:Buzzy Warstl wrote:So, anyway, the point is that nullsec needs to be balanced against nullsec, not against highsec. Thats a dumb point because EVE takes place on a single sharded server where the different sec statuses all effect each other. I'm not sure if you knew that before, but hey now you do. Quote:The fundamental basis is that to have highsec levels of resources in nullsec, there has to be at least NPC nullsec levels of availability to those resources.
CONCORD is definitely not a necessity, but full-service stations such as people appear to be asking for should not ever be limited access.
Charge ridiculous amounts for refinery, repair, and manufacturing access. Go right ahead, it's your station.
But it should be possible for your worst enemy to dock there.
If that is too much risk for you, maybe it's a reward you don't deserve. The real risk is that you lose control of your station from an enemy and have billions worth of ships locked out. No rsk of that happening in NPC 0.0. This is why many sov null alliances often stockpile their assets in the relatively low-risk NPC 0.0 stations/lowsec. hth The same restriction would apply to the conqueror.
You can't lock them out, but they can't lock you out either. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
424
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Posted - 2013.01.03 19:29:00 -
[107] - Quote
Nicolo da'Vicenza wrote:Buzzy Warstl wrote: The same restriction would apply to the conqueror.
You can't lock them out, but they can't lock you out either.
delve 2012 lol Something like that, but everywhere.
It's a totally different dynamic than current sov rules, but it would allow for much greater rewards. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
424
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Posted - 2013.01.03 19:43:00 -
[108] - Quote
Nicolo da'Vicenza wrote:Buzzy Warstl wrote:Nicolo da'Vicenza wrote:Buzzy Warstl wrote: The same restriction would apply to the conqueror.
You can't lock them out, but they can't lock you out either.
delve 2012 lol Something like that, but everywhere. It's a totally different dynamic than current sov rules, but it would allow for much greater rewards. No it wouldn't. Why not?
I say that having to allow people you don't like into "your space" means the rewards of that space can be set higher because the challenge of holding it is greater.
That's why WH space pays better than sov nullsec. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
424
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Posted - 2013.01.03 20:03:00 -
[109] - Quote
Because the rewards there are higher, at the risk of being shot at regularly by the "legal authorities". http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
424
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Posted - 2013.01.03 20:11:00 -
[110] - Quote
Which is why I say it allows for greater rewards.
In fact, removing the ability to deny people access to outposts *demands* greater rewards, because it is a risky dynamic for everyone involved.
What rewards would you like to see for such an exchange? http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |
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Buzzy Warstl
The Strontium Asylum
424
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Posted - 2013.01.03 20:34:00 -
[111] - Quote
I'm willing to concede "Removal of CONCORD from the game" for this one, but you didn't answer my question:
What new rewards should be added to nullsec in exchange for the added risk of not being able to clear your outposts of reds? http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
424
|
Posted - 2013.01.03 20:42:00 -
[112] - Quote
Nicolo da'Vicenza wrote:again, how is that an added risk?
as a red I no longer have to care about defending stations, assets or timers because there's no way i can be kicked out of my space (and i've been kicked from a lot of space) - the risk involved in deploying or taking space is removed. Better rewards for sovereignty holders can be implemented.
Why shouldn't sov holders be rewarded directly for the improvements they put in a system?
There have been lots of suggestions in this area, most of them impossible or too overpowered if combined with docking denial.
But you CAN'T remove docking denial! http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
424
|
Posted - 2013.01.03 20:56:00 -
[113] - Quote
Malcanis wrote:Lord Zim wrote:so let's see, I can't be locked out of any assets so there's no incentive to actually fight for space, my stations have some increased capacity, and hisec loses concord.
sigh. \o/ everywhere is losec! Except for the part where we have to pay for stations to be built! People fight for space in lowsec all the time.
I don't know what game you are playing, but it apparently isn't EvE. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
424
|
Posted - 2013.01.03 21:13:00 -
[114] - Quote
Malcanis wrote:Buzzy Warstl wrote:Malcanis wrote:Lord Zim wrote:so let's see, I can't be locked out of any assets so there's no incentive to actually fight for space, my stations have some increased capacity, and hisec loses concord.
sigh. \o/ everywhere is losec! Except for the part where we have to pay for stations to be built! People fight for space in lowsec all the time. I don't know what game you are playing, but it apparently isn't EvE. And there are no consequences for losing that fight beyond the ship losses. I don't know what game you're playing, but it's not sov war in EVE. You're right, I don't play sov warfare in EvE. Last couple of groups I tried it with were full of people I turned out to dislike on a personal level, which I know isn't true for all nullsec corps, but it takes a bit of time to recharge after an experience like that.
As far as the consequences of winning or losing lowsec fights, you might take a look at recent developments in faction warfare.
CCP has implemented a station denial mechanism there that echoes normal sov nullsec rules. It will be interesting to see how it plays out, as there are already hints that it has created an "endgame" for FW. This may or may not happen, but you can bet that CCP is paying close attention to how it develops and it will likely influence the next iteration of sovereignty rules. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |

Buzzy Warstl
The Strontium Asylum
424
|
Posted - 2013.01.03 23:20:00 -
[115] - Quote
Malcanis wrote:Bump Truck wrote:
I think this is one of the profound issues with the development of EVE at the moment.
The idea that the space you live in gives you an identity, you are a "HighSec player" or a "null bear" or a "wormholer" etc.
This then makes you feel like you have to fight, in a partisan and biased manner, for your space, your nationalistic identity defining space, to be improved at the expense of the others.
I this this kind of belief should be discouraged at all turns, as above,
I agree. Item 3 is particularly important, in my opinion.
The simple fact of life in general is you can't ever do only one thing. http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs |
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